fr_public
64klang
fr_public | 64klang | |
---|---|---|
11 | 2 | |
3,329 | 252 | |
0.8% | - | |
0.0 | 10.0 | |
almost 5 years ago | almost 2 years ago | |
C++ | C++ | |
- | MIT License |
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fr_public
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.KKRIEGER – Fully Functional Sci-Fi FPS into Just 96kb
It's famous enough to have a Wikipedia article that was previously discussed here: https://news.ycombinator.com/item?id=14409210
Farbrausch has released source code that contains it: https://github.com/farbrausch/fr_public
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Image Synthesis Libs in JS (ideally canvas)
I'm looking for the web equivalent of the 2D operations from werkkzeug3 (more info).
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Average AAA developer
kkrieger was released in 2004 (when developers had had 25 years to understand the intricacies of the x86 architecture), and written using a decently large development tool on Win2000/XP machines.
- Procedural 3D mesh generation in a 64kB intro
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I created self-repairing software
I know python works much differently, but my first thought was - what would happen if you pit this against a source code decimator like lekktor ? Lekktor in particular cuts on unexecuted paths, and even when code compiles, it may not run correctly anymore.
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Farbrausch's Legacy
I found the source of many demos, .kkrieger, .werkkzeug3 and other things: https://github.com/farbrausch/fr_public
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96Kb FPS game
Source Code
- How do you make textures for games WITHOUT drawing them?
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kkrieger: Making an Impossible FPS [in 96k]
haha this line caught my eye: https://github.com/farbrausch/fr_public/blob/master/v2/vsti/midi.cpp#L149
64klang
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help packing sound in <4k
Gopher also made 64klang, and in the examples here they're using mmsystem to push samples to the soundcard, so I'd be inclined to think that's a pretty good way to do it (if not the best way)
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Procedural 3D mesh generation in a 64kB intro
The intro was released in 2017. We published the first part of the making off in 2018 (was discussed on HackerNews here: https://news.ycombinator.com/item?id=16842576). A few days ago, I remembered I had an unpublished draft and decided to finalize it.
We use OpenGL for rendering and the code is written in C++. We published the source code of other intros of GitHub. For example, this one should give you a good idea of how we do it (also we modernized our engine since that): https://github.com/laurentlb/Ctrl-Alt-Test/tree/master/F
For audio, we used the synth 64klang - https://github.com/hzdgopher/64klang
What are some alternatives?
webgl-noise - Procedural Noise Shader Routines compatible with WebGL
aeolus_plugin - Pipe organ synthesizer (VST plugin)
rasterizer - A toy software triangle rasterizer
Ctrl-Alt-Test - ctrl-alt-test.fr
image-booth - ES6 module targeting the Photoshop 3 feature set in node & the browser
BezierCurveDemo1997 - Utah Teapot and Mystify Screensaver, 16-Bit DOS, Personal Project 1997 https://files.scene.org/view/mirrors/hornet/code/tutors/math/azr_bcrv.zip
demolishedTexture - Generate procedural textures in GLSL-Shader way. Use with demolished or standaone
4klang - Official 4klang repository
Crinkler - Crinkler is an executable file compressor (or rather, a compressing linker) for compressing small 32-bit Windows demoscene executables. As of 2020, it is the most widely used tool for compressing 1k/4k/8k intros.
Blossom - 4K Executable Graphics framework
upx - UPX - the Ultimate Packer for eXecutables