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.kkrieger: Chapter 1
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.kkrieger: Chapter 1
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==Procedural content== ''.kkrieger'' makes extensive use of [[procedural generation]] methods. Textures are stored via their creation history instead of a per-pixel basis, thus only requiring the history data and the generator code to be compiled into the executable, producing a relatively small file size. Meshes are created from basic solids such as boxes and cylinders, which are then deformed to achieve the desired shape - essentially a special way of [[box modeling]]. These two generation processes account for the extensive loading time of the game β all assets of the gameplay are reproduced during the loading phase. The entire game uses only 97,280 [[bytes]] of disk space. In contrast, most modern first-person shooters fill one or more [[DVD-ROM]]s or [[BD-ROM]]s. According to the developers, ''.kkrieger'' itself would take up around 200β300 MB of space if it had been stored the conventional way. The game music and sounds are produced by a multifunctional synthesizer called ''V2'', which is fed a continuous stream of [[MIDI]] data. The synthesizer then produces the music in real time.
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