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Panzooka

How is this possible?

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Panzooka    138
i recently came across a real time raytracer demo on a chinese website, i dono the auther, the only thing i know is that is in english, it uses raytracer?, it got music, and its lengthey few minute tech demo, and its only 64kb, wtf? im watching it over and over again, and i am sure its 100% 3d application(try with many settings), and it just amazes me how the thing its only 64kb!! this is the site i downloaded from, http://www.kanepeng.com/soft.html but he is not the auther of this tech demo (click the heaven7 link) or u can download from my webspace http://members.optusnet.com.au/panzooka/Heaven7w.exe edit: sorry about the language, but i am totaly stunned, and btw, use 800x600 with tracer 1x1 to see best result

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Eelco    301
nah..

not quite the most impressive rt raytracing demo out there. only a handful of spheres at most.

try looking for the 'nature still suxx' demo or something like that, MUCH more impressive.

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Eelco    301
well, its only a couple of spheres with procedural texturing. not saying it isnt good work, but nothing too fancy imho.

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Dmytry    1151
www.scene.org
www.pouet.net
Tonns of demos. Tonns of 64k intros. Tonns of 4k intros. Even some 256b and 128b ones.

IIRC heaven7 is not a chinese demo...at all....
and size of executable is not impressing - if you code in C++ and tune your compiler, and use UPX, and don't use libs from someone else, most of your executables will be small. Several times smaller than sources.In fact if you don't do perversions with templates and don't inline everything, it will take loong to make executable >64 k big. Most of small simple programs 1mb big is just bloated up to enormous extent, and demos isn't.

edit: added more ranting about bloated soft, and added link to pouet.net (where in left column in top prods you can see link to heaven seven)...

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Guest Anonymous Poster   
Guest Anonymous Poster
Man, you guys ain't seen nothing yet.

http://www.theproduct.de/

farbrausch is one of the best in the demo scene, mostly in the 64k realm. How do they do it? Procedural texture generation and some incredible executable packing. Nicely, they've released their tool for making demos, I think i'm gonna try it out.

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Etnu    880
The size of an executable hardly matters. It's quite possible (and some might even argue 'easy') to get a basic 3d engine running in 64KB. Of course, all the effort spent on making the executable 'small' could be spent making the app 'better', but that's beside the point.

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Dmytry    1151
also there's 256b thingies.
Quote:
Original post by Anonymous Poster
Man, you guys ain't seen nothing yet.

http://www.theproduct.de/

farbrausch is one of the best in the demo scene, mostly in the 64k realm. How do they do it? Procedural texture generation and some incredible executable packing. Nicely, they've released their tool for making demos, I think i'm gonna try it out.


of course i know 'em... 3rd in top intros on pouet, and one of the top by my own rating... but The Product is not raytraced, unlike h7....

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Dmytry    1151
Quote:
Original post by Etnu
The size of an executable hardly matters. It's quite possible (and some might even argue 'easy') to get a basic 3d engine running in 64KB. Of course, all the effort spent on making the executable 'small' could be spent making the app 'better', but that's beside the point.

what's hard, it's making all textures and models and engine and sound to fit in 64KB....

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cloudscapes    190
Quote:
Original post by Dmytry
Quote:
Original post by Etnu
The size of an executable hardly matters. It's quite possible (and some might even argue 'easy') to get a basic 3d engine running in 64KB. Of course, all the effort spent on making the executable 'small' could be spent making the app 'better', but that's beside the point.

what's hard, it's making all textures and models and engine and sound to fit in 64KB....


The sound is usually MIDI, which is incredibly small (can be less than 2kb for a minute-lo9ng song with only a few instruments), and textures/models are often procerural, which is much smaller than storing and/or compressing pre-made textures.

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quasar3d    814
That heaven7 really isn't that amaizing. The most amaizing thing of it imho is the sound.
If you do it in assembly, it definetely wouldn't take more than a few kb to write the basic primitive intersection tests, and then you only need 4 bytes per sphere if you use bytes for each coordinate (and you don't need much more precision). Remember that they are not using polygons, so the raytracing really doesn't have to test mutch objects.

The most stunning 64k demo I've seen so far is zoom3:
http://scene.org/file.php?id=197243

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Panzooka    138
yes im just stunned that heaven 7 is so optimized that run so fast and looks so good.

also 4minute midi aint 2 kb, thats like the single instrument midi. but heaven 7 isnt. i understand it all uses premande texture or generated texture, and mostly primitive shapes, but the animation is alot of work, and so optimized. not to mention the visual effects its in there.

i state again, high quality midi aint 2kb, i am a midi composer(as well as 3d graphic artist), and i know what i mean.
the project genesis demo runs for 10 minutes as well as the midi with no looping. it also uses none primitive shapes, such as a planet surface, some gears, and some hovering crafts.

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Guest Anonymous Poster   
Guest Anonymous Poster
So anybodys got an idea how they are doing it besides the usual optimizations? Take a look at the scene with the four pillars and the reflective sphere in the middle. One of the shadows from pillars seems corrupted for a moment which seems gives the impresion the its actually a projected texture or something. I think they are rasterizing as much as they can and only raytrace for the absolutley necessanry :D

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