We made an animated movie in 8kB
ctrl-alt-test.fr
ctrl-alt-test.fr
Very impressive to see the remake fit fit in 8kB considering the original is MBs of Blender, SVG and Audio files
Yay, the Creative Common license was actually useful! I wish the authors had actually used the same hedgehog character and audio melody.
What rotten luck, for everyone.
spooky
It doesn’t speak well of time travellers if this is a corrected branch.
If you believe in non-random deterministic universe then at T-1 (and always since big bang) traveler was already here in the shape of ancestors, just like at some point you existed in your mom and dad and before that in whatever big bang elements etc.
No energy is being added or removed in the system
(inb4 GGS rec)
What's GGS? Only found Guns, Germs, and Steel in that context, is that the one?
>What's GGS? Only found Guns, Germs, and Steel in that context, is that the one?
You got it!
I was the happy attendant to a demo given to a wealthy friend who was asked to invest (alongside Pieper). I'll let Jan take the secret to his grave but the writer of TFA is spot on, he faked it, but he really did believe that he could make it work. It's a very sad story.
I don't know really how far he really got with this and no-body knows or ever will know. I would wager that IF they (the investors, people the investors hired etc) found that floppy disk, they would make it disappear due to the enormous embarrassment if that would leak out.
[1] Of 'TextLite' fame, deceased, very colorful, and later on a scammer in his own right.
Yeah that demo was somewhat legendary back then. But how you figured he did the demo? Because although I met Sloot, he never demo'd it to me and I never saw a live demo (not on video either; why are there no videos; Pieper took the machine somewhere once); his friend said he did demo it to him and he also told him, over time, how it worked, more or less. I remember him saying all the time that Sloot (and now this guy) talked about infinite compression like it was the most trivial thing in the world so I don't suppose they actually thought that was any secret.
What I find very strange about the Pieper part (who I also met through a company (client) he advised with that investor vehicle he had of which I don't think any companies made it) is not that he fell for it; unlike what others say, he didn't appear very clever to me, at least not in anything tech, maybe business, although... He seemed like a blaaskaak when I met him; arrogant as hell and not much substance, but maybe that was his spiel for the ceo of the company he invested in. Anyway; what I find strange is not he fell for it but that his Philips tech colleagues, who saw the 'invention' multiple times, didn't have the same feel as you and Krop? And then warned him and said 'you must be insane to believe this boss' , or something. Not like Dutch people would hold back even if he was the boss.
As for Pieper: there is a reason why his investment vehicle (I take it you are referring to Twinning but there were others as well) did not do well.
I've been trying to place the exact date of the demo and I suspect it was one of the first he ever did to 'outsiders'.
Edit: encryption was supposed to be encoding/compression.
I think you meant compression?
A script and a list of actors would take up 8k already (if not more), so yeah, an AI that can work on the prompt "take this script and make it like a Hollywood blockbuster" might be our best way to attempt to recreate this "compression" system with SoTA tech.
¹ https://en.wikipedia.org/wiki/Roel_Pieper#Career_in_the_Neth...
I remember in high school physics realizing that an in-elastic rod would not be possible, because it would allow faster than light communication. There’s probably something to that effect that already exists that I don’t know about regarding information theory, and how you can’t store more information than is allowed by converting the problem into one of measurement rather than compression.
It might even say something about how small matter is allowed to be.
If you increase the number of sticks the alien is allowed to have, then his task becomes significantly easier. So the question could be rephrased as “what are the fewest sticks the alien could use to complete his task of encoding n bits representing m books”.
Fewer sticks than that would violate this law of measurement (I don’t know if that actually exists but it seems like it) and more than that is wasteful.
At any rate, for each bit of information you’re required to measure with one order of magnitude of precision better, so it’s clearly impossible.
If reality had an infinite amount of detail (i.e. matter could be arbitrarily small), we could make storage media as dense as we liked by encoding ones and zeros as the presence or absence of tiny bits of matter.
The alien's stick is a version of this, albeit an exponentially inefficient one restricted to codewords of the form 1111...0000.
In practice, if atoms are about N orders of magnitude smaller than macroscopic objects, we can fit (very roughly) 10^N bits of information in an object, and the alien's method can only fit, as you said, roughly N bits.
Of course, existing storage methods are somewhere in between, because 1 gram of storage media can hold way more than 23 bits but way less than 10^23.
(I'm handwaving past some important distinctions, like the distinction between the size of atoms and the level of detail in the physical world. In classical Newtonian physics, things can be made of particles but the particles can have perfectly continuous positions, so that there's still no ultimate limit on measurement detail. Quantum physics changes this -- although this gets complicated because of the holographic principle; many physicists think the ultimate information limit grows like the 2/3 power of volume, instead of linearly...)
I may have misunderstood and I'm clearly not up to speed on the literature, but even at an intuitive level, wouldn't this violate other principles?
If this is how information entropy scaled, either we could "work around" it by having more but smaller storage entities adding to the same volume, which violates this theory directly because then when would it ever actually apply; or it somehow enforces the limit over any given volume regardless, and therefore the entire universe's volume (which isn't even finite?) somehow sets and tracks a global limit because anything smaller would be a workaround. Neither makes sense to me.
Now if we're saying that the simulation running our universe has limitations that make this true in practice in some sense that we can measure but can't work around, I will need an explanation as to why we're not totally freaking out right now. There's navel gazing philosophy and then there's shit like this which could mean we discover a wrongwarp to the end credits within this century.
a
The interpreter, written in Rust (for performance), evaluates the command `a` by printing to STDOUT a particular payload included in the runtime.
- Pick a bunch of demosceners
- Show them a movie
- Lock them down for some time in a room with computers. Works best if the room has a big screen, loud sound system, beer, and some junk food
- Get the resulting executable
https://www.youtube.com/playlist?list=PLRQwR4-_0PR9HBI_GZs1n...
I wish there was a channel like retro game mechanics that break them down with good visuals.
From there, how small can you make a world of mutually intelligent agents?
Edit: all these downvoters - don't you dream? There are so many crazy and fantastical things that await.
Would anyone like any toast? https://www.youtube.com/watch?v=lhnN4eUiei4
I hope we don't, tbh.
Exhibit A: https://qntm.org/mmacevedo
Need to catch up sometime whats been done.
As a side-note, "mouton" is the French word for "sheep", and thus "mutton".
— Caveat: one could argue that storing a series of bitmaps and then playing them back like a flip book could be ‘mathematical’, especially if some procedural uncompressing algorithm was used to generate full frames from on some change differential, but I don’t think that exists and the space requirement would be huge compared to 3D volumetric descriptions.
An approach similar to the signed depth field and ray marching can be used to determine boundaries, and thus the kind of painting inside. This would require to start a scan line at a position which is guaranteed to be outside of any of the shapes; this must be easy. Texturing would be harder, but, knowing the position inside the shape relative to its center, it would be possible to procedurally generate nice gradients, regular textures like bricks or scales, or noisy textures like fur. Using the same trick with calculating the gradient would allow to create nice thick / styled outlines.
Doing this on a CPU would, of course, be pretty slow, so this would need to be written as a bunch of shaders somehow. I don't see why it won't work though: each shader could take one scanline, they would share the same geometric model, and shaders are good at doing a lot of FPU math in parallel.
> The film was originally intended to kickstart a feature-length film. A short film sequel was written and designed but never brought to production. In 2020, [the producer] announced that the one film would be the total of the project.
So if you don’t feel like having the disappointment of an intriguing concept that you’ll never find the resolution for, maybe skip it.
Life is full of unresolved resolutions. If you would always skip them then
I haven't run the pc prods, but definitely ran the Amiga prods; Always fun.
Would love to hear more technical details on how corners have been cut to shave off some bytes.
There's a commit (https://github.com/ctrl-alt-test/mouton/commit/79d2d1eab7a22...) where we save many bytes by removing a performance optimization. We originally wanted to keep it, but we realized we were short on bytes and that optimization was not required on recent-ish GPUs.
Yes the demo is still impressive, but the fundamental behind the wonderful work are clear and can be summarized in an approachable explanation as the post admirably do.
I've found an open bug report for WINE related to Crinkler, it might be the same: https://bugs.winehq.org/show_bug.cgi?id=53321
You may be interested in discovering some more recent 64kB intros: https://64k-scene.github.io
edit: fun fact, the demos run fine on modern systems (at least Windows) if you run the ixalance versions[3].
[1]: https://www.youtube.com/watch?v=cfbjiTrctJs
That's exactly what I was thinking about while reading the article!
https://www.virustotal.com/gui/url/5dc759a5c5f69aec6c7ba1959...
It could be a cool SDL competition where you allow a version and a set of assets and then let slip the dogs of war.
I think it would be cool to run a competition with more specific (and platform independent) set of constraints. I guess I should spend more time thinking about how to organise it myself than complaining that no-one else has!
It's also often forbidden to use the filename to store data. There was that case of the 256B demo that relied on a deep hierarchy of directories to work :)
Or if you're web-inclined you could use the browser as your OS:
https://0b5vr.com/domain/domain.html / https://www.youtube.com/watch?v=D2COWeeEqTs
https://fms-cat.github.io/condition/pages / https://www.youtube.com/watch?v=co42e8ErbaY
And long before that, even regular software on microcomputers struggling to save each byte relied on known values being in known locations in ROM. It worked, because each device came from the factory with the same firmware, and it could never ever be changed for the reason I've just mentioned.
The solution turns out to be pretty simple: if you think you're smart, other smart people will study your trick, and decide whether it's impressive, or just a one-time joke. Formal rules for demoparties don't mention many possible “size extending techniques” because it's generally accepted that they won't help much compared to what can be done in the same amount of bytes directly by a competent author.
Also, if you look at the rules for the compo this intro took part of, most obvious reuse of what's on Windows is not allowed: https://2023.revision-party.net/competitions/pc/
In reality, the multi-gigabyte OS everyone seems to complain about when a sizecoding demoscene production is shown is mostly there as a compatibility layer. You simply can't use modern GPUs without it. One could conceivably do all that on the bare metal with not that much difference in size, the problem is that there is no powerful enough bare metal platform where you can do that.
If you prefer to work closer to the hardware, that's what the "oldschool" and "wild" categories are for. But these are more about overcoming the limited abilities of these platforms than pure sizecoding.
I'll see how I can edit the text to make this more obvious.
Thanks for uploading a Youtube video since a certain legacy operating system is generally not available (by design) in my household.
The download keeps failing, and the file is already 165kb (zipped) partially downloaded.
So is this truly 8kb?
8159 bytes: The_sheep_and_the_flower-1280x720.exe
8143 bytes: The_sheep_and_the_flower-1920x1080.exe
8159 bytes: The_sheep_and_the_flower-3840x2160.exe
8157 bytes: The_sheep_and_the_flower-640x360.exe
206507 bytes: The_sheep_and_the_flower.jpg
1014 bytes: The_sheep_and_the_flower.nfoTry the scene.org download link here https://demozoo.org/productions/322612/
If you open the zip file, you'll see multiple files. The biggest (200kB) is a screenshot for reference. It's not used, you can delete it. We didn't include a resolution selector in the executable file; instead we provided one binary for each resolution (e.g. The_sheep_and_the_flower-1920x1080.exe).
It's truly 8kb, the zip contains several versions for different resolutions and a relatively large screenshot.
So I disabled Norton, and unzipped the file again. This time there were four .exe files, each 8kb in size, for running the movie in various resolutions.
I double-clicked one of them. It immediately reduced the resolution of my displays, and moved/rearranged all of my open windows, putting them all onto the right-hand display. I heard music, but saw no video, and panicked and hit Alt-F4 to stop it. My display resolutions were restored, but I had to manually put all my windows back where they belonged.
Perhaps I should have trusted Norton.
I don't know why the graphics didn't start. Maybe the shader compilation failed, or some other issue with the drivers (or the GPU is too old).
The source code is provided, so anyone can check the source and rebuild the binary file. The executable has been tested on multiple machines (and was presented at a demoparty, so it had to run on the compo machine).
:/