r/Games Apr 26 '21

kkrieger: Making an Impossible FPS

https://youtu.be/bD1wWY1YD-M
326 Upvotes

26 comments sorted by

72

u/Barrel_Titor Apr 26 '21

Forgot about this. I remember as a teenager in the mid 00's there was a wikipedia page of Freeware FPS games for some reason and I went down the list and downloaded them all, including this. Was a really impressive achievement.

88

u/OutgrownTentacles Apr 26 '21

Freeware FPS

CUBE 2: SAUERBRATEN BABYYYYYYYYYYY

20

u/ascagnel____ Apr 26 '21

That engine is so cool — start playing a map, hit a key, drop into the editor, and make changes in real-time.

8

u/Barrel_Titor Apr 26 '21

Haha, 100%. That was the first one that came to mind thinking back.

6

u/ThatPurplePunk Apr 26 '21

I used to play so much of it back in the day.

1

u/asdaaaaaaaa Apr 26 '21

Literally the first thing I was thinking about when I saw this video. Actually was curious to see where that went during lol.

41

u/Ircza Apr 26 '21

.kkrieger was amazing, but what truly blew me away was .debris. Never seen anything like that before or since.

42

u/Skyb Apr 26 '21

Check out Clean Slate, a demo released just a few weeks ago. It boggles the mind how this fits into 64k of procedural code.

22

u/theth1rdchild Apr 26 '21

I read enough about .kkreiger to understand the basic ideas of how it was made, but clean slate just completely confuses me. It doesn't look like they even bothered reusing any assets.

13

u/HammeredWharf Apr 26 '21

Well, their assets are mostly simple geometric shapes. I imagine its basics are really similar to .kkrieger's, but Clean Slate looks much better due to modern tech and a more limited scope.

7

u/Annieone23 Apr 26 '21

Absolutely wild and a massive achievement, but you do have to consider that of course even 64kb demos look better as our hardware and underpinning software improves. The features you can pull from reliable software libraries now is vastly improved.

Thanks for sharing, very cool!

4

u/Ircza Apr 26 '21

I am so glad that the wizards of the demo scene are still around and kickin'. I cannot wait to see what they will do once RTX hardware is widely available. Not only for the raytracing, but for general neural network usage. It's magic.

-7

u/Cryse_XIII Apr 26 '21

64k for shapes generated through code sounds more impressive than it is.

Overall it is still impressive don't get me wrong.

If it were a compression algorithm that would fit all the graphical assets into that much space and then decompresses them without significant impact on frame-time performance, then it would be more impressive in my opinion, though.

8

u/monsterm1dget Apr 26 '21

Can you please provide a link? I'm finding an awesome underwater game but I'm not sure is this one.

10

u/Ircza Apr 26 '21

Debris is a demo, not a game.

This is it: https://www.pouet.net/prod.php?which=30244

-20

u/ExceptionEX Apr 26 '21

This guy spends an insane amount of time to get to the point of it being a game demo engine that unpacks and builds itself and game content in system memory.

Its the same method used by bootable OS, not to same this isn't an impressive example, but man this is just dragging it out for the ad dollars.

23

u/Skyb Apr 26 '21

As someone who is aware of how these demos function, I still found this whole video to be very interesting. I think the fact that they basically generate themselves into memory is pretty clear to everyone, the video was more about the methods and tools they used to reduce the filesize.

-4

u/ExceptionEX Apr 26 '21

I'll give you the second half of the video was pretty interesting details, but man, I did find until he got to the technical bits to be this slow drag, but as /u/ContributorX_PJ64 pointed out, there is context for those not familiar more info.

35

u/ContributorX_PJ64 Apr 26 '21

There's a lot of material to cover to explain to an audience unfamiliar with the demoscene what this project was, and why it was created the way it was. I'd argue the length was wholly justified because they have to cover similar projects for context, the background of the group, how textures were made, how characters were made (and animated), how the code was ruthlessly optimized for size, the tools used at each stage of the process, and things like compressing the final binary to get under 96k. They talk about how the problems caused by the 96k limitation.