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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.