Analysis updated 2026-07-03
Study how to procedurally generate game content (textures, geometry, audio) at runtime to fit an entire first-person shooter into 96 kilobytes.
Use the OpenKTG library as a standalone texture generation tool, including for WebGL projects.
Learn real-world C++ techniques used to build Werkkzeug4, a demo-making tool that was also used in commercial production work.
Explore Altona and Werkkzeug4 as working foundations for your own real-time graphics projects.
| farbrausch/fr_public | khronosgroup/vulkan-hpp | dendibakh/perf-ninja | |
|---|---|---|---|
| Stars | 3,700 | 3,699 | 3,702 |
| Language | C++ | C++ | C++ |
| Setup difficulty | hard | moderate | moderate |
| Complexity | 5/5 | 4/5 | 4/5 |
| Audience | developer | developer | developer |
Figures from each repo's GitHub metadata at analysis time.
Code was pulled from old SVN repos and only tested with Visual Studio 2010, many parts are not straightforward to compile with modern toolchains.
Farbrausch was a prominent demoscene group active in the early 2000s through 2011. The demoscene is a subculture focused on creating short real-time computer graphics productions, often as small and technically impressive as possible. This repository is an archive of nearly all the tools, frameworks, and production code Farbrausch created and used during that decade, released to the public in 2012. The code was not cleaned up before release. It was pulled from old hard drives and SVN repositories and published as-is, with only minor bug fixes and changes needed to compile it with Visual Studio 2010. Some parts are described as clean and well-structured, others are acknowledged to be messy. The release is all licensed under a BSD license or placed in the public domain, so anyone can study or build on it. What is inside covers a wide range of tools. Werkkzeug3 and Werkkzeug4 are demo-making tools that were used to create many of the group's productions, including their well-known demos "debris" and "kkrieger." The kkrieger entry is a first-person shooter that famously fit into 96 kilobytes by procedurally generating all its content at runtime. RauschGenerator 2 was used for their 64k intro productions. The V2 synthesizer is a music synthesis system used across multiple productions. kkrunchy is an executable compressor used to pack final production files as small as possible. OpenKTG is described as a clean, standalone texture generation library that the README notes could be adapted for use in WebGL projects. Altona and Werkkzeug4 are highlighted as the most practically useful pieces for anyone who wants to actually build and run something. They have been tested, binary releases exist, and the codebase was used in commercial work at several companies. The other tools are more historical artifacts: interesting to read through and useful for understanding how real-time demo productions were made, but not necessarily straightforward to compile or run. The repository is a rare look at serious C++ production code from a time when squeezing visual complexity into tiny executables was a competitive sport, and it comes with candid notes from the original authors about what works and what does not.
An archive of tools and production code from Farbrausch, a legendary demoscene group that created visually stunning real-time demos packed into tiny executables during the 2000s.
Mainly C++. The stack also includes C++, Visual Studio, OpenGL.
Licensed under BSD license or placed in the public domain, you can use, study, and build on this code for any purpose.
Setup difficulty is rated hard, with roughly 1day+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.