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¿À +¤±+ Àú»ç¾çÀÎÁÖÁ¦¿¡ ²ø·Á¼ ´Ù¿î¹Þ´ÂÁß Å©킄 | 2005-08-28 18:32:09 |
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Àç¹ÌÀ־À̳ß+_+ | 2005-08-28 18:45:21 |
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2005-08-28 19:02:47 |
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2005-08-28 19:52:56 |
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ÄÊ Á¤¸» ÃÊƯ±Þ °í»ç¾ç..¤Ñ¤Ñ;; fx 5200Àε¥ ²÷Å´...Á¦±æ..¤» | 2005-08-28 19:58:21 |
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6600 ÀÌ »ó´çÇϳ׿ä ; ±×·°Àú·° ÇÒ¸¸ÇÏ³×¿ä ¹è°æÀº º°·çÁö¸¸ ; | 2005-08-28 23:22:33 |
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2005-08-29 16:35:03 |
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Á¦¸ñÀÌ À߸øµÈµí.. ÃÊÀú»ç¾çÀÌ ¾Æ´Ï¶ó ÃÊÀú¿ë·® ¾Æ´Ô? =¤µ=; | 2005-08-30 08:37:28 |
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¿Í ÀÌ°Å Á¤¸» ´ë´ÜÇÒÁ¤µµ·Î »ç¾çÀÌ ³ô±º¿ä | 2005-08-30 10:35:31 |
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2005-08-30 12:14:06 |
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2005-08-30 15:19:09 |
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2005-08-30 15:55:35 |
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2005-09-01 03:58:35 |
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2005-09-05 00:10:04 |
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Àç¹Ì¾ø´Ù ½Ä°íÀÚ¶ó | 2005-09-07 21:20:25 |
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ÀÌ°Å ¿ë·®ÀÛÀºÀÌÀ¯°¡...¹¹ ÄÄÅÍÀÚü¿¡¼ ¸¸µé¾îÁö¸é¼ µ¹¾Æ°¡´Â°Å¶ó¼ ±×·¯Å¸°í µéÀº°Å°°Àºµ¥. ¤Ñ¤Ñ;; ¾Æ´Ï¸é¸»±¸¿±~ | 2005-09-08 11:18:58 |
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.kkrieger requires a relatively high-end machine to run properly. To be
precise: - A 1.5GHz Pentium3/Athlon or faster. - 512MB of RAM (or more) - A Geforce4Ti (or higher) or ATI Radeon8500 (or higher) graphics card supporting pixel shaders 1.3, preferably with 128MB or more of VRAM. - Some kind of sound hardware - DirectX 9.0b --------------------------------------------------------------- In general, if you have any technical questions concerning .kkrieger, either refer to our web site or contact us via email. However past experience shows that there are some rumours and misunderstandings about our work that are very hard to correct, so we'll state the truth here, in written form, for all the world to see :) - We do .not. have some kind of magical data compression machine that is able to squeeze hundreds of megabytes of mesh/texture and sound data into 96k. We merely store the individual steps employed by the artists to produce their textures and meshes, in a very compact way. This allows us to get .much. higher data density than is achievable with normal data compression techniques, at some expense in artistic freedom and loading times. - .kkrieger is not written in 100% assembler/machine language. Not even nearly. Like the vast majority of game projects being developed today, .kkrieger was mostly written in C++, with some tiny bits of assembler where it is actually advantageous (notably, there are a lot of MMX optimisations in the texture generator). - A kilobyte is, historically, defined to be 1024 (2^10) bytes, not 1000. Thus .kkrieger is a game in 96k even though it's actually 98304 bytes. - The concept of the texture/mesh generators was developed by fiver2. We do .not. want to claim that the techniques we used to develop .kkrieger are new inventions. It rather a selection of useful operations and their parameters to optimise the results. ¡Ø[kkrieger was mostly written in C++ ..........] ¾îÁÝÀÝÀº ¾Æ´Âü ¶«½Ã ²À ´Ù¸¥»ç¶÷ÀÌ À߸øµÈ Á¤º¸¸¦ ¾ò´Â´Ù´Ï±ñ... ¾îÁÝÀÝÀº ¾Æ´Âü ¶«½Ã ²À ´Ù¸¥»ç¶÷ÀÌ À߸øµÈ Á¤º¸¸¦ ¾ò´Â´Ù´Ï±ñ... ¾îÁÝÀÝÀº ¾Æ´Âü ¶«½Ã ²À ´Ù¸¥»ç¶÷ÀÌ À߸øµÈ Á¤º¸¸¦ ¾ò´Â´Ù´Ï±ñ... ¾îÁÝÀÝÀº ¾Æ´Âü ¶«½Ã ²À ´Ù¸¥»ç¶÷ÀÌ À߸øµÈ Á¤º¸¸¦ ¾ò´Â´Ù´Ï±ñ... ¾îÁÝÀÝÀº ¾Æ´Âü ¶«½Ã ²À ´Ù¸¥»ç¶÷ÀÌ À߸øµÈ Á¤º¸¸¦ ¾ò´Â´Ù´Ï±ñ... |
2005-09-11 09:53:22 |
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µ¥¸ó°¡? ´Ù²¢´Âµ¥.. ·º Çϳªµµ ¾È°É¸®³×~ļļļ | 2005-09-11 13:07:02 |
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Áߺ¹ÀÔ´Ï´Ù!!!!!!!!!!!!!!!!!!!! | 2005-09-13 16:25:07 |
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2005-09-17 11:34:39 |
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cpu¸¸ ÁÁÀ¸¸é ¸¸»ç ok | 2005-09-17 15:01:30 |
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Àú µ¹¾Æ°¡´Âµ¥¿ä,., | 2005-09-19 11:09:01 |
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¾Æ ·º¸Ô´Â´Ù ¤»¤» ·½¸¸ 1±â°£µ¥µµ ±ÛÇÈÀÌ ¾Èµû¶óÁ༠| 2005-09-21 21:22:40 |
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2005-09-23 23:43:03 |
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±ò°í³ª¼ Å°ÀÚ¸¶ÀÚ.. -_- Á¶³½¾Ð¹ÚÀÌ´Ù! ÄÄÅÍ ÀÚµ¿ ºÎÆÃ~¤»¤» | 2005-09-25 20:12:09 |
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2005-10-28 10:48:33 |
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2005-11-29 09:41:56 |
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µÅ³×¿ä ¤¾¤¾ ¾à°£ ·ºÀÌ ÀÖ±äÇÏÁö¸¸ | 2005-11-30 15:22:03 |
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2005-12-20 22:26:22 |
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2006-01-04 23:30:19 |
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2006-02-01 21:45:43 |
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À¸Èï ¹¹³É¹¹³É¹¹³É À̰ǹ¹³É | 2006-02-11 18:16:41 |
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½Ä°íÀÚ .... ¾È´ë ¿ïÁý OTL | 2006-02-25 09:07:46 |
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Á¶³½¿ô±â³× ¤¡-; ÃÊÀú¿ë·®¿¡ -;.¤»¤» | 2006-04-03 18:16:51 |
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Æðä¿À ¤Ç -_- ¤Ç °³ ¾º퐉 | 2006-04-08 18:50:37 |
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2006-04-20 23:21:37 |
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ÀÌ°Å Á¸³ª Àç¹Ô´Ù ¤¿¤··¯¤¿¤Ó¤·¤¤¤© | 2006-05-08 18:17:39 |
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2006-06-28 00:42:46 |
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