Shockie, that cracktro like intro you are doing has really sweet colours and should look great when its all done.
Currently I'm byte reducing the techniques I used for the compo entry halls of halloween. This is mainly very boring stuff, only of interest to size coders (rbraz :-) but ok. There are two techniques: 1 using surfaces of revolution to create 3d and the texture generation system using a grid of cones viewed from above which I loaded an example of in another thread.
Here is a shot of an object (dont mind the lighting). Its a cup and it uses only 13 bytes to define. The code to create the geometry from those 13 bytes is around 350 bytes now. Meaning I am now able to have about 10 objects in 500 bytes (10x15 bytes + 350 bytes of code) or 20 objects in 650 bytes. Notice that the cup has all curved surfaces which is the big thing about this system. The second picture is a 1k in progress using this technique.
The third screen shot is my (buggy) texture gen tool. Textures are stored in just 4 bytes and the code is about 350 again. This means in 500 bytes I can have about 35 textures (4x35 + 350).
Yeah well all very well, next I have to add bump mapping and so on which is a lot more code, so I will resort to shaders for this. Hmmmm I have my doubts I can squeeze it all down to 4k and do something meaningful with it but we'll see.
Lastly I started work with pohar from rebels on some true 3d modelling in 4k. My objective is to have a nicely curved, textured dragon guarding the grail in a church. In 4k it may be impossible but we are going to try. It will take 6 months though so dont hold your breath. Please wish me luck with this as its a huge amount of work to get this down in size and if I fail it will be very depressing.
Well ok, all a lot of nonsense but I'm happy to share the code with members of this board (though I dont want to post it openly in the forum) so if you are interested you can PM me. It is all a bit obscure though :-/