[QUOTE="df853"][QUOTE="Cryptecks"][QUOTE="df853"]Wiki entry for this game
Ok, I get it now. That is really clever. They basically generate the graphics procedurally instead of just having everything stored in image files. So, they have some sort of tool that has a bunch of different possible drawing procedures stored in it, I would guess probably making lines of different colors, circles, probably some deformation tools... you know, the sort of stuff you'd see in photoshop. So, they draw something in the tool, then when they store this file that just keeps track of what they did to draw the image, like a historical document. They then ship the game with the program that will allow them to read the file and regenerate at runtime the graphic, so they can then store it in memory for quick access.
Then they did something similar with sounds. They use midi, which basically is like sheet music with a few additions such as instrument types. Then when the game plays, it reads that file and generates the actual audio from that "sheet music".
That explains how this game is so tiny. The rest of the space must be taken up by the game code itself. Amazing. I would never have guessed this was possible.
Baranga
Yeah you touched on the sole reason you will never see this exact technology in a real game. Memory. Run either kkrieger or the sequel, Debris, and while it's running check out your process manager. At least in my case, they would struggle to use LESS than 1GB of RAM.
Yeah, since loading the images is much more complicated than just reading an image from the hard disk, they would need to keep everything for a level in memory at once I would imagine. And I'll bet initial load times suck big time... still though, this is a very amazing concept.
Spore is using this technology, that's why the creatures and all the other things you'll create are stored as a 25 kb picture. Maxis hired technicians from the demoscene to achieve this.
Spore is usual procedural generation of certain aspects, while these demos use a procedural creation process for every section of the game world. When everything is made procedurally, the memory usage just soars. Spore has a "spine" if you will, and things are procedurally branched off of that. The two technologies are very similar, but when something is jam packed into less than 200kb, it doesn't compare to Spore (where the creature creator alone is ~250mb.
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