Incredible 3d in 4 Kb!

It won the minimalist animation code contest "Breakpoint 2009". See the video and after the explanation from one of the two creators:

video :

http://www.microsiervos.com/archivo/arte-y-diseno/elevated-3d.html

explanation:

http://pouet.net/nfo.php?which=52938

A phrase from Iñigo Quilez, the main creator: "they are not mountains, they are only random polynomials".

By the way it seems Iñigo will join soon Pixar if Sony, Microsoft, Epic, Crytec or even the Larrabee team don´t avoid it!! :)

P.S: the title should say 4 KB instead of 4 Kb but I can´t change it...
 
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I always like the 4kb / 32kb / 64kb competitions. I actually prefer the 64kb ones usually because you can get some half-decent music in them.

I still like FR-41 "Debris" or whatever it was from a year or two ago. Pretty stellar work for less than 64kb...
 
Cool. But is this new? I remember that in the pentium 2 days I played games like this, only a couple of kb and everything being renderd from the code with no texture files etc in a way I dont understand :). Is this any different from those?
 
I downloaded the file, and I can't run any of the executables on my office rig - they all "Dr Watson" on me :( Anyone else get it to work?

Lenovo T60
ATI x1400 128mb dedicated
XP SP3 + Cat 8.10's

Ought to be enough to run the 1024x768 mode I'm sure, even if it's not 100% smoooooth.
 
Worked fine on my HD 4890.
I shouldn't complain on visual quality on 4K demo, but it had a little too much aliasing, and I'm not sure what's up with the discolorations around edges.
 
I always like the 4kb / 32kb / 64kb competitions. I actually prefer the 64kb ones usually because you can get some half-decent music in them. I still like FR-41 "Debris" or whatever it was from a year or two ago. Pretty stellar work for less than 64kb...

IMHO we got pretty decent music in 4k nowadays - though it's pretty tiny in this one (IIRC around 750 bytes, player included)
Debris is ~160kb btw - it's simply made in a 64k framework without really caring about size.

I downloaded the file, and I can't run any of the executables on my office rig - they all "Dr Watson" on me :( Anyone else get it to work?
Lenovo T60
ATI x1400 128mb dedicated
XP SP3 + Cat 8.10's

No vertex texturing on the x1x00 cards, which is needed for the elevation of the landscape.
Btw I see there is no "safe" version in the archive - so it won't run on Win7 - there's a known, but not yet fixed compatibility issue with the exe-packer.
 
Very nice demo. I like it. Makes me want to hop in and take a walk.

Now if only it didn't bring back unpleasant memories of "exploration" in Mass Effect. ;)

Regards,
SB
 
Interesting notes in the text file that came with the executable.

exactly one year ago i made an executable procedural graphic and video
called ixaleno, which i liked. people asked when such imagery would be
realtime, and i was answering "today", as i have already seen terragen
quality landscapes, completely procedural, in opengl. the point really
was how good i could do _in 4 kilobytes_. i experimented and concluded
i could so something similar to ixaleno without much problem, and so i
stoped playing with it.

but then mentor asked me what's up and i showed him some of the images
while saying it was slightly too big for a full 4k intro, and not good
enough for a 64k. he replied "what about a collaboration and we make a
4k with it?".

he ported it to dx, he added his synth, he spoke to puryx and few days
after we had a tune, then the code got mentorized to dead and before i
could realize we were apparently making an intro! mentor did some more
mentorization and added support for gnu-rocket (hey, have a look to it
as it's very cool!). i reworked the rendering, then the camera system,
and script, and finally for two weeks we fought against the entropy.

as for my part, i'm sure rendering could have been better, but perhaps
i should instead learn for once that 4k is just 4096 bytes. dunno. but
anyway i'm happy with the intro. the tune is fantastic. not to mention
that working with mentor has been a superb experience.

it's little more than one day for the party now. we haven't slept much
last nights and we are quite tired in fact. but we will be in time for
the deadline, so we will enjoy the party!

.notes.

believe it or not, this was running at 30 fps in a gefoce 7900 at some
point, but size optimizations forced us to ask you for a pretty decent
graphics card, like a geforce 8800gtx or hd4850. please, make sure you
have d3d9_33.dll somewhere there. also, you only need windows xp.

we are providing the following versions of the intro:

elevated_1024x768.exe (letterboxed)
elevated_1280x720.exe
elevated_1280x1024.exe (letterboxed)
elevated_1440x900.exe (letterboxed)
elevated_1920x1080.exe
elevated_1920x1080_hq.exe

the last version (hq) contains more geometry than the others. only for
those who have monster machines or are living in the future.

.tech.

for those wondering, this a (too) low density flat mesh displaced with
a procedural vertex shader. there arent any texturemaps for texturing,
instead texturing (and shading) is defferred and computed procedurally
in a full screen quad. this means there is zero overdraw for the quite
expensive material at the cost of a single geometry pass. then another
second full screen quad computes the motion blur. camera movements are
computed by a shader too and not in the cpu, as only the gpu knows the
procedural definition of the landscape.
 
I tried to force MSAA in the driver of my Radeon HD 4890 and the end result was severe clipping artifacts, as I could see through some occluded surfaces.
Anyway, the AA didn't worked either to smooth the edges. ;)
 
By the way it seems Iñigo will join soon Pixar if Sony, Microsoft, Epic, Crytec or even the Larrabee team don´t avoid it!! :)

I've seen some of the smartest brains (nix) rot away at a craphole like Eidos and others flourish at Guerilla. In the end. only one out of ten end up with a porsche.
 
No vertex texturing on the x1x00 cards, which is needed for the elevation of the landscape.

My error was indeed caused by the DX runtime, as provided by Tahir. Once the demo executable actually launched properly, then I had no terrain for the reasons you specified ;)
 
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