Author Topic: 64K of DeeZKamp Download Now  (Read 685 times)

Offline Skuzzy

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« Reply #30 on: October 12, 2001, 09:55:00 AM »
Busy with the CON right now as are all the HTC folks.  Will try when I get a chance.
Roy "Skuzzy" Neese
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« Reply #31 on: October 12, 2001, 10:07:00 AM »
Ahh... I havn't been keeping up with the Con information, So it is this week/end?

hmm..

Offline Skuzzy

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« Reply #32 on: October 12, 2001, 10:09:00 AM »
I went ahead and grabbed it.  Nice cut scene, but it locked up in a sound loop about 30 to 45 seconds into it with a black screen.  I waited about 3 minutes before hitting the reset switch.
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Offline AKSWulfe

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« Reply #33 on: October 12, 2001, 10:21:00 AM »
Your presumption that size of the program means there is less going on is, well, incorrect.

I tried it, nice- but it runs in 340x480.

It also runs horribly slow in some areas when there is a lot of transparency.

I also noticed it makes a lot of calls to various functions already included with Windows. This is how it builds those objects, they aren't pre-built polygons internal to the program itself.

You can't build that and expect it to run a game, it's pre-scripted and doesn't involve a lot of internal programming. It makes use of a lot of pre-defined functions to build that world. And those sounds are simple- very simple. Every heard of Visual Basic? You can make audio sounds like that using Visual Basic and only use a couple KB doing so.

This is nothing like a game that requires a large world that involves a lot of polys and bitmaps.
-SW

[ 10-12-2001: Message edited by: SWulfe ]

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« Reply #34 on: October 12, 2001, 11:45:00 AM »
Quote
Your presumption that size of the program means there is less going on is, well, incorrect

The pixel data of the textures are not stored, but the commands that are needed to create them are. By using this method, you are able to recreate natural and artificial reality in 64 kilobytes, instead of creating abstract blob and envi textures.

The demo includes 66 textures in 32bit (including the alpha channel) and a resolution of 256x256 pixels, resulting in about 16 megabytes of uncompressed data.

 
Quote
And those sounds are simple- very simple. Every heard of Visual Basic? You can make audio sounds like that using Visual Basic and only use a couple KB doing so.

Well Wulf, a synthesizer, a sequencer were used to create the midi file score using Audio Logic.  

Everything is less than 16 kilobytes, all this was created in three weeks.

The midi file is compressed and stored in demo.


 
Quote
It also runs horribly slow in some areas when there is a lot of transparency.

What Video card, and Driver version are you using?

What version of DirectX 8?


 
Quote
I also noticed it makes a lot of calls to various functions already included with Windows. This is how it builds those objects, they aren't pre-built polygons internal to the program itself.

Wrong,..standard primitives were used.  

Geometric shapes like cubes and cylinders are distorted and combined to more complex scenes.

 
Quote
You can't build that and expect it to run a game, it's pre-scripted and doesn't involve a lot of internal programming.

Wrong, the only thing that is prescripted are camera movements throughout the environment.
 
User intervention would take more time and more code, but not overwhelming amounts, given the funtionality.

Offline AKSWulfe

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« Reply #35 on: October 12, 2001, 11:55:00 AM »
The envrionment itself is pre-sripted.

Ran the demo 3 times, all movements of the moveable objects the same. Each scene towards the end is the same as it was in the beginnining. Same movements.

Midi files are not big when you use a simplistic score.

Like I said, they aren't pre-built polygons- which is necessary to build a game world and game objects.

Voodoo5 5500 1.04.00, DirectX8.0.

I know how the pixel data is done and how it's applied to a object.

Fact of the matter is, this entire thing, with exception to coloring and audio, is already pre-defined within other functions (hence the calls).

You simply can't create a flight sim, or even a good looking FPS, with this.

It's great for demoing a 3D processor, or to make a cool video to demo something- but it simply is not good for games. Nor is it efficient, I can get better resolution with more detail and more polygons (Unreal) and still get higher framerate.

Efficiency is both the size of a program and how fast it runs.
-SW

Offline funkedup

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« Reply #36 on: October 12, 2001, 11:56:00 AM »
But does it use blade element theory?

Offline Nifty

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« Reply #37 on: October 12, 2001, 12:21:00 PM »
Quote
Originally posted by funkedup:
But does it use blade element theory?

I think so.  The movement of the primitives "feels" better than if it was using lookup tables.   :D

I'm sorry, I couldn't resist!  I'm naughty, I'll have to get one of those hot little FSU co-eds to give me a spanking tonight!  :eek:
proud member of the 332nd Flying Mongrels, noses in the wind since 1997.

Offline Lephturn

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« Reply #38 on: October 12, 2001, 12:43:00 PM »
Bawahahaha!  Good one funked.

Offline the_hegemon

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« Reply #39 on: October 12, 2001, 12:46:00 PM »
i just wasn't waiting long enough for it to start doing something - but it locked up my comp about a minute into it.

Not a bad job at all, you do any more stuff like that for demo competitions?  Once upon a time i followed the demo scene pretty closely, saw some amazing stuff done with miniscule amounts of code...

highflyer

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« Reply #40 on: October 12, 2001, 01:01:00 PM »
I am recreating the Gloster Meteor for an animation, as well as for Possible 3D windowed environment that will allow the user control over the oject.

Rotational, zoom, walk and other preview types.

Offline SKurj

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« Reply #41 on: October 12, 2001, 01:36:00 PM »
haven't tried it yet, but that wonder program seems to have more compatibility issues than AH +)


SKurj

highflyer

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« Reply #42 on: October 12, 2001, 01:41:00 PM »
And your results skurj?

Offline SKurj

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« Reply #43 on: October 12, 2001, 01:44:00 PM »
gotta go to work

DeeZ u refresh this thread every 10 minutes?


SKurj

Offline Merro

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« Reply #44 on: October 12, 2001, 03:43:00 PM »
Very Nice,

how about a Mossie instead of a Meteor,

its better looking  :)