FD should totally hire these dudes ...

Executable shot and froze my system when I attempted to run it - windows 10 here. The firewall shouldn't be interfering and there's nothing else that should interfere with it.
 
Shame - I can't download the EXE as the signature of that file matches W32/Kryptik.W!tr virus.

Thanks for sharing the video though - I will watch that instead :)
 
I can almost guarantee you it's going to be false-flagged as a malicious file, due to the way the executables are (usually) packed...

thanks. now i have to get rid of that bitcoin miner. great.

Unfortunately this forum's carebear speak policy forbids me from properly giving piece of mind, so I tell you to leave the internet instead.
 
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Executable shot and froze my system when I attempted to run it - windows 10 here. The firewall shouldn't be interfering and there's nothing else that should interfere with it.

Win10 64-bit, nVidia gtx 660. No idea what might be interfering in your case, for me it ran right out of the box. Firewall shouldn't be causing any trouble as the .exe doesn't go online (nor have any networking capability at all).
 
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these demos are written in machine language just imagine the computational power wasted by ED.
64k ...a gfx engine, sound engine, models and the animation, the music. 64k is microscopic compared
to 3 GIGABYTES. Just imagine what could still be done with the unused power.
 
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these demos are written in machine language just imagine the computational power wasted by ED.
64k ...a gfx engine, sound engine, models and the animation, the music. 64k is microscopic compared
to 3 GIGABYTES. Just imagine the unused power.

Only problem is if you're going to write code in assembly it takes eons to get anything done - I used to help write games in Z80 (showing my age :D) and know first hand the pain of doing so.

C++ / C# [I only dabbled in C] is just as good given the amount of computing power of today.

*Edit:
Also, credit where it's due, ED runs on a potato which is down to the efficiency and talent of the Devs.
 
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Those vids are truly astounding. The potential of what you can do with 64k is mind blowing. Thanks for clarifying anikaiful. :)
 
these demos are written in machine language just imagine the computational power wasted by ED.
64k ...a gfx engine, sound engine, models and the animation, the music. 64k is microscopic compared
to 3 GIGABYTES. Just imagine what could still be done with the unused power.

It's pretty much like this: the more there's at disposal, the lazier approaches are taken - bloatware is born. When people start headbanging the hardware with strict limits is when magic starts to happen. There's always ways to make thing smaller, faster, smoother, while not removing important content. And that's what DBODE did with original Elite - squeezed the system to the last bit and made something amazing. Imagine what he could've done if the hardware back then had been able to produce today's video quality?

If the devs of today took the road of the demo scene coders, we'd likely see much longer production times but with simply mind blowing results.
 
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Nice find - I was amazed they even got the music in as well, it sounds far to good to be essentially 'chip' tunes!
 
So this is a contest of some sorts? That's awesome! So what does it mean 64 Kb? Is it that the procedural generation system itself only takes 64 Kb? I mean, the images alone must be more than 64 Kb, right? And if this is 64 Kb, what does the 128 Kb category look like?

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Yeah I'm in the same boat with SC. It's crazy how big the game is for how poorly it works. I constantly get locked in the respawn room, the FPS sucks even on low, and on high the game looks awful. I like their concept, but I feel they're so far behind ED that they'll simply never catch up.

Oh well, back to the topic at hand.

The executable can only be 64k

The images(textures) are more than 64k yes, but they are generated from the executable.

So a certain texture for example, can be expressed as the colour of the pixels and their position (raster), you could express those positions as algorithms and thus compress quite a complicated texture to be a small (relative to your computer memory) calculation that your processor runs and outputs to a display. You can also manipulate the textures in a specific way using other algorithms to create animated textures and effects.

You create the 3D objects using procedural methods again, so algorithms that tell your computer how to draw the 3d objects typically within a vertex buffer. And the music is the same, you get an algorithm that tells the executable to create a sound file that is the same every time but is not generated until you run that executable. Again, same with particle and lighting effects - all created by the executable to be run.

It's very clever stuff, always interested me but it offers very little other than a demo, game engines are far more complicated beasts and can't entirely rely on procedurally generated code because of their dynamism and the necessary interaction.

That isn't to say that some game engine developers could not be schooled by these guys though, particularly in regard to compression.
 
This is unreal. Ive used to create similar stuff long time ago with vista landscape fractal generator (example https://www.youtube.com/watch?v=U6gOygLDaww ) but this... is beyond... I dont know...

Just to be remembered for the history. There was a group of guys able to make real-time ray-tracing intros... on Amiga!
 
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Cannot remember. I can do 3D graphic in 68000 machine code in my sleep but I remember one specific demo. Huge city under the ocean, kinda like big planetary city in ED. That stuff was 20 years ahead of its time. Will search further...
 
https://www.youtube.com/watch?v=JZ6ZzJeWgpY

- the stuff one can squeeze into 64KB - sound, visuals, code...

To see it in action: http://www.pouet.net/prod.php?which=67113 - download the exe - whopping 64K :D

Every single thing seen/heard in the youtube vid is generated by the 64K executable!

EDIT: note, your anti-virus might (or more likely, will) flag the .exe as a virus whereas it's not. This is due just how the .exe operates, and a whole slew of viruses do things the same or similar way. Do NOT disable your antivirus, just whitelist the demo itself.

This demo is somewhat CPU-intensive (for me it uses up two cores and ~55% of total CPU power).

3 words:

Oh my God!

If I could I would gladly give my repution also to Dev of that exe...

Really impressive!
 
Impressive for fitting it in 64k but other than that I am not overly impressed by the quality - I am expecting a great deal more from Frontier when we get access to planets with atmosphere (and water).
 
Impressive for fitting it in 64k but other than that I am not overly impressed by the quality - I am expecting a great deal more from Frontier when we get access to planets with atmosphere (and water).

Frontier has no by rules imposed restrictions on anything, so yes - one can, and should, expect a whole deal more.
 
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That is amazing... but you know what is even more amazing? FD puts 400 billion star systems (with landable, non atmospheric planets), 30 ship models, physics, stations, etc... in 11.5GB!
 
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