Kkreiger! I remember being amazed by that at the time, it's a triumph of procedural generation, fitting a FPS into 96kb.
It's interesting to think of this from an information theoretic perspective as a form of compression. Firstly "compressing" textures into the algorithm that generates them, then cutting away all the parts of the algorithm that don't make any difference to the output.
It's interesting to think of this from an information theoretic perspective as a form of compression. Firstly "compressing" textures into the algorithm that generates them, then cutting away all the parts of the algorithm that don't make any difference to the output.