Crafting a 13KB Game: The Story of Space Huggers
frankforce.com
frankforce.com
https://endtimes.dev/why-your-website-should-be-under-14kb-i...
Your media was watermarked and made available in different resolutions (a unique feature at the time on a bike specific website!)
I would bet a large chunk of those 5M visitors were hotlinks as I don’t remember their forums being too busy —- but I do remember them being very fragmented with too many subforums.
Unfortunately Facebook Groups has killed off the almost tribal online MTB communities now :(
In 2000 (I think), I put 2 Java Applets into the 5k competition. One a maze game with a thousand rooms (10x10x10), the other a spelling checker that checked the contents of an input field against a word list. Both were quite poor and I didn't do well.
The general standard was really impressive. I remember that there was pretty good chess game done in Javascript.
Linux, Brave, i5-10210U, integrated GT2 GPU.
Firefox is much slower on the same machine.
> Super fast sprite and tile map rendering engine with WebGL
> Update and render 100,000+ sprites at a solid 60fps
It should be noted that most assets are still too large in this limit, so almost everything should be made from a code and many stuffs have to be consciously chosen to be included. For this reason, I feel that the limit is rather a very interesting threshold that allows for ordinary developers without much size optimization experience to start with, but should be plenty enough for experienced people to make difference.
With pixel art images however you can get a fair bit in if you're comfortable with low resolutions in 8bpp or lower.