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My favorite example is the FPS .kkrieger (https://www.youtube.com/watch?v=2NBG-sKFaB0) which is entirely contained in a 96 KB EXE. Recently I learned the source for that (and other projects) was released a couple years ago, even if in a pretty messy state: https://github.com/blog/1103-ten-years-of-farbrausch-product...

Skimming around I found this snippet at the end of chapter six. Are the authors even aware of .kkrieger?

As we can see, all existing work on generating graphical game has targeted games in the style of classic arcade games and home console games from the early 80’s, or simple arcade games. There is still considerable work to be done here, and nobody has yet constructed a system that could generate novel graphical games of high quality, comparable to the novel high-quality board games produced by Cameron Browne’s Ludi system. However, there is also considerable opportunities in devel- oping game description languages that can effectively and economically describe other types of games, and game generators that take into account the specific game design affordances and challenges that come with such games. For example, what would it take to generate playable, interesting and original FPS games?




Codewise, the most horrifying/amusing bit of .kkrieger is probably the insane metaprogramming to save 230 bytes of space:

http://fgiesen.wordpress.com/2012/04/08/metaprogramming-for-...




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