I Built an Open-World Engine for the N64 [video]
www.youtube.com - 274 poäng - 38 kommentarer - 30328 sekunder sedan
Kommentarer (12)
- CoryOndrejka - 12487 sekunder sedanVery cool. In 1998 (oof) we built Road Rash 64 which was accidentally open world -- even though you had race on a particular road, with a start and finish line, you could drive anywhere, see traffic all over the map, jump off of mountains, etc. The r4k plus reality coprocessor was quite potent -- we got to over 750k shaded triangles per second in optimized testing -- though finicky because you had to manage audio during vblank, etc. Plus, the reality coprocessor fog had a brutal hardware bug that made it really tricky to use.
- azertify - 24380 sekunder sedanIn case anyone is interested, this creator built a remake of Portal for the N64, uploading a really cool set of videos describing the work that went into building it.
He's since stopped to work on his own IP, I believe that the issue was that Valve couldn't allow it because they'd never get Nintendo to agree to it. Something along those lines, anyway.
- LarsDu88 - 14203 sekunder sedanI actually used similar camera draw distance trick in my game Rogue Stargun.
The real way to optimize this stuff really well is for the artist to spend a lot of time making LODS for the distant objects. For the really distant objects, esp for a platform like n64, you can replace the distant objects with billboard imposters which are basically just flat poster textures that swap perspectives at certain angles.
GTA V does this extremely well with many manually made LODs and its very costly
- gryfft - 30168 sekunder sedanI watched this on YouTube the other day. Another beautiful example of the creative power yielded from building within constraints.
- user____name - 22540 sekunder sedanThis is really cool. Kaze Emanuar[0] seems to be able to hit 60hz consistently with his Mario 64 rework, I wonder if such perf is achievable for these wide open landscapes. Iirc Shadow of the Collosus rendered distant geometry into the skybox, which always struck me as a neat trick.
- amelius - 21575 sekunder sedanThe first comment:
> "The N64 is very memory bound"
> Aren't we all these days?
- TomatoCo - 19563 sekunder sedanThis reminds me of Magicore Anomala, a side scrolling game being made for the 1985 Atari. I wish there was a way to know how people contemporary to the release of the Atari or the N64 would react to seeing these modern engines.
- kennywinker - 8869 sekunder sedanA super impressive feat, but also the games art style is like having bleach poured into my eyes. Am I just the wrong age for this specific retro nostalgia? Probably.
- cubefox - 22706 sekunder sedanThe same guy, James Lambert, also implemented texture streaming (which would not be invented until two console generations later) in an N64 demo. The textures look uncharacteristically high res: https://youtube.com/watch?v=Sf036fO-ZUk
- AdmiralAsshat - 23142 sekunder sedanSomewhat annoyingly, the actual homebrew z64 seems to crash both of the N64 cores that RetroArch supports. :(
- ill_ion - 20905 sekunder sedanThis is awesome!
- ryguz - 8520 sekunder sedan[dead]
Nördnytt! 🤓