Very interesting. I remember being blown away (and I still am) by the compression methods used in Kkrieger. But the compression methods employed to reduce to file size so significantly, resulted in long load times. Still quite impressive for it's size.
Quote: ".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 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 account for the extensive loading time of the game — all assets of the gameplay are reproduced during the loading phase."
Kkrieger (97,280
bytes~96kb[disk space])
http://michaelmaherblog.wordpress.com/2008/10/14/kkrieger-the-smallest-3d-game/
http://en.wikipedia.org/wiki/.kkrieger
Kkrieger screenie
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So I take it Outerra's fractal processing while reducing size doesn't have that impact? Now that's pretty darn cool!
.oO()Oo.oO (I'm not a real programmer,, I just play one on the Forums!!!) Oo.oO()Oo.