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Re:A texture-mapped raycaster in 128 bytes by jakejake on Tuesday June 24, 2014 @09:53PM (#7941835)
These demos always amaze me. Can somebody enlighten me as far as the way the size is measured - does it typically include all of the assets such as music and textures? I was watching a few of the demos and it blows my mind that the audio would even fit in that amount of space, let alone the visuals.
Re:A texture-mapped raycaster in 128 bytes by sergejsb on Tuesday June 24, 2014 @10:40PM (#7941958)
To my understanding - yes, all "assets" are typically included. In most of the cases though, all assets (textures, geometry, sounds, camera paths) are generated during runtime. More information can be found, for example here: http://iquilezles.org/www/index.htm
Re:A texture-mapped raycaster in 128 bytes by exDM69 on Wednesday June 25, 2014 @06:20AM (#7943079)
> Can somebody enlighten me as far as the way the size is measured - does it typically include all of the assets such as music and textures?

In size limited categories like 4k and 64k intros as well as "challenges" like this, the size is the final size of the executable. The productions are typically delivered as a single executable with no other files, so everything is bundled into the executable. In 4k and 64k there is usually some kind of compression algorithm used to compress everything that's possible, including the actual executable code.

The "assets" are procedurally generated as much as possible. A hand-written software synthesizer and the control data ("sheet music") can fit in to less than one kilobyte, which is a lot less than producing a few minutes worth of music otherwise. Same goes for the textures, 3d models, etc.

Re:A texture-mapped raycaster in 128 bytes by jdboyd on Tuesday June 24, 2014 @11:57PM (#7942162)
All assets are bundled into the executable and the measured size is the size of that executable.

If you download the 14k .zip file available on that web page, inside you will find a 128 byte .com file. In this case, there is no sound and the textures are generated procedurally.

Re:A texture-mapped raycaster in 128 bytes by joshvm on Tuesday June 24, 2014 @10:36PM (#7941949)
Size includes everything. Usually the textures are procedural, but can be seeded so they're the same every time. Music is usually pretty easy to encode if it's a chiptune, loads of redundant data.
Re:A texture-mapped raycaster in 128 bytes by malnourish on Wednesday June 25, 2014 @12:34AM (#7942261)
bemmu

Hopefully you see this, unfortunately your comment is dead.

Because I think your comment has value I will quote it here, please let me know if you'd like it removed.

"You can also have procedural music.

Viznut (a legendary Finnish democoder) did some experiments to see how short you could code something that still sounds at least interesting:

https://www.youtube.com/watch?v=GtQdIYUtAHg

I also wrote piece of JavaScript that can play these programs in case you want to try create your own: http://www.bemmu.com/music/index.html "

Re:A texture-mapped raycaster in 128 bytes by erikano on Wednesday June 25, 2014 @01:17AM (#7942369)
Thank you all, malnourish, bemmu and viznut -- now I understand how the 8bit synth works in Caustic on my Android tablet. Furthermore, I want to make my own music software on my Raspberry Pi and Adapteva Parallellas and this is the first real step on the path to that.
Re:A texture-mapped raycaster in 128 bytes by bemmu on Wednesday June 25, 2014 @06:58AM (#7943212)
Make sure to watch some of the later videos too as viznut added some visualizations as well: https://www.youtube.com/watch?v=tCRPUv8V22o
Re:A texture-mapped raycaster in 128 bytes by erikano on Friday June 27, 2014 @03:13AM (#7953031)
Thanks for the link, very cool.