https://www.youtube.com/watch?v=ie4u2i_5OdE
Can somebody explain to me how is it possible to fit so much shit into just 64kb?
>>59047279
Take an Assembly programming class.
>>59047302
So these are written in assembly?
Procedural generation and a butt-load of trial and error.
Magic
>>59047279
meanwhile your average 2d 90% serverside android app with literally no more than 16 colors
>>59047308
Kinda, some does and some does not. Insert No coins from Razor 1911 is written in C (or c++ I don't really remember)
Also they use an executable compressor that shrinks the total source code of 6MB aprox into 64 kb or less
Technically you could fit it into even less if you write an extremely specific compression algorithm, but it would take some time to decompress it so it's not practical.
Remember that German game that was only a 1kb exe that would take 5 minutes to decompress and execute? That's one example
>>59048186
Sorry it was actually 96kb, but still impressive to fit an entire FPS game with sound into a single tiny executable
https://en.wikipedia.org/wiki/.kkrieger
meh. the art is in the compression and storage/loading of assets.
which kind of take the fun out of it and probably not the original intention of these types of competitions
but cool nonetheless.
>>59048228
I'm pretty sure I have a copy of that lying around somewhere.
>>59047279
That one is shaders. All geometry is distance functions and rendering happens with a fast approximation called sphere tracing or "ray marching". Textures, I think are procedural and gpu generated as well. The executable itself leaves all bullshit like standard library out and minimizes boilerplate code. There exist ready made project skeletons that show how the minimum requirements are satisfied in very little space. Basically it's just "open graphics -> open audio -> loop -> take timer -> play synth -> update gpu data (time, textures etc) -> draw a screenful (usually two triangles) with this shader (which does most of the work) -> goto loop". These days almost all actual size limited PC demo code is C or minified shader, and unless you're developing a custom packer, the lowest level details don't need that much attention. Currently the state of the art packer is called Crinkler. Go check out https://in4k.github.io/
How do I know this? I'm an eurofag and I love the scene even though I haven't made anything nearly as cool as these guys. I've met some of the makers of that demo and talked a lot with people.
>>59047279
procedural generation
that is, the program contains the basic rules for generating everything, rather than just storing/having the results ahead of time on disk
>>59047279
Sometimes even 4k is enough.
https://www.youtube.com/watch?v=jB0vBmiTr6o