fazz said:
I'm pretty sure they said that on their website. That's why loading times are so extensive, it's generating all the stuff and such. |
From wiki ->
How the size is achieved
.kkrieger makes extensive use of procedural generation methods:
- Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data (possibly as low as ~300 bytes per texture at any resolution) and the generator code to be compiled into the executable, producing a relatively small file size.
- Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of box modeling.
These two generation processes explain the extensive loading time of the game - all assets of the gameplay are reproduced during the loading phase.
The game music and sounds are produced by a multifunctional synthesizer called V2, which is fed a continuous stream of MIDI data. The synthesizer then produces the music in realtime.
“In the entertainment business, there are only heaven and hell, and nothing in between and as soon as our customers bore of our products, we will crash.” Hiroshi Yamauchi
TAG: Like a Yamauchi pimp slap delivered by Il Maelstrom; serving it up with style.







