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177kb Animation Demo

Posted: April 22, 2007, 11:38 pm
by Winnow
This is an a-fucking-mazing animation.

The file is 177kb and packs some incredible graphics into it. The demo lasts ~5-7 minutes. I kept waiting for it to end but it went on and on with unique stuff. Looks awesome at 1920x1200 (you can select the res you wish to view it in) It gave my Intel duo core a workout so I don't know if it will work well on older systems. Takes memory as well.

It there's more after the "credits"

Here's link to website for download:

http://www.pouet.net/prod.php?which=30244

If you can't get it there, here's the file:

http://winnow.veeshanvault.org/files/no ... debris.zip

Just keep in mind...177kb

has music too!

Posted: April 23, 2007, 5:35 am
by Sargeras
These are the same guys that made "the.popular.demo" back in 2003 and ".the product" in 2000.

Incredible CGI!

Posted: April 23, 2007, 12:28 pm
by Kwonryu DragonFist
I still have "The Product" on my HD!

These fellas rock! :D

Posted: April 23, 2007, 12:58 pm
by Kryshade
Slick stuff! How the hell can you do all that in only 177kb though?

Posted: April 24, 2007, 1:47 pm
by Xouqoa
Pretty neat. Makes me wonder why games continue to take up huge amounts of diskspace when somebody can make a demo like this.

Posted: April 25, 2007, 12:18 pm
by miir
Xouqoa wrote:Pretty neat. Makes me wonder why games continue to take up huge amounts of diskspace when somebody can make a demo like this.
There are a limited limited number of textures generated and they are not exactly high resolution. Also, the scenes have a pretty low poly count.
Given that, the system resources used by their demos is astromical and the framerates are are actually quite low.

If you were to apply this type of architecture design to a current generation game, you would need an outrageous amount of RAM and CPU cycles. Nothing that even a current top of the line system could handle.

Character models in HL2 probably have more polys than an entire scene from this demo.

Using traditional archeticture... premade textures, actors and environments... it would use a fraction of the resources and get exponentially better performance.