Even though modern GPUs were commonplace in 2004, kkrieger deliberately used a written in fixed‑point arithmetic. This decision served two purposes: it kept the binary small (no driver bindings) and it demonstrated that a high‑quality FPS could be realized without hardware acceleration. In Chapter 2, the engine performs:
Chapter 2 introduces the – a quadrupedal, rust‑covered robot that patrols the rafters. Its behavior is defined by a finite‑state machine stored in just 128 bytes: kkrieger chapter 2