I Built an Open-World Engine for the N64 [video] (youtube.com)
266 points by msephton 8 hours ago
CoryOndrejka 3 hours ago
Very 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.
muggesmuds 3 minutes ago
Massive fan, would love to hear some details about the culture in the office at that time!
x0re4x 13 minutes ago
There is a nice video by Kaze Emanuar demonstrating N64 easily pushing 300k shaded triangles per second without special optimizations in a game engine:
everdrive 3 hours ago
Road Rash 64 is a really underrated game. As you say, the environment is alive, and nearly every race has a lot of potential for wacky slapstick fun. The driving feels really nice and is rewarding to learn.
jdironman 16 minutes ago
if you were on the development team of that game I send my biggest thanks out to you. it was one of the few things me and my (hard to bond with) father bonded over growing up. We would play I think ..course 2 or 3 with the insanity level bikes ALL night trying to get out times down to something like 1 1/2 minutes. within ms of each other's times. run after run. so thanks.
jmkni 2 hours ago
Comments like this are why I just love Hacker News
ErroneousBosh an hour ago
> Plus, the reality coprocessor fog had a brutal hardware bug that made it really tricky to use.
What was the bug?
azertify 6 hours ago
In 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.
Frenchgeek 6 hours ago
I think the main issue was he used Nintendo owned tools and libraries to make his game instead of the GPL ones, making the release of the port dependent on Nintendo's approval too. I guess even Valve didn't want to deal with their lawyers.
throwawayk7h 3 hours ago
In principle he could use alternative tools, like libdragon, but he said even if he did that it was unlikely Valve would permit it, as Nintendo would still be antagonized somehow. And Valve it seems wants to improve their relationship with Nintendo (See: Valve blocked Dolphin on steam, and took down a video showing yuzu installed on the steam deck).
ErroneousBosh an hour ago
LarsDu88 4 hours ago
I 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
oliwary 2 hours ago
Another game that I find has very impressive draw distance is Just Cause 2. You can see objects very far away when flying etc, but they look very detailed and do not change when moving closer. Definitely blew me away the first time playing it.
vertexmachina 3 hours ago
They have a very complicated and robust pipeline that generates all of those LODs automatically. The artists aren't manually creating them.
gryfft 8 hours ago
I watched this on YouTube the other day. Another beautiful example of the creative power yielded from building within constraints.
msephton 6 hours ago
Such a clever way to approach the problem! I'd say only possible with a detailed understanding of the N64 constraints.
user____name 6 hours ago
This 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.
smithcoin 5 hours ago
VRAM goes vroom vroom.
I emailed him the video from OP and he mentioned they’ve done some collaboration. I’m assuming there’s a retro programming discord that I’m not worthy of.
uyjulian 5 hours ago
A lot of stuff is happening on the n64brew discord. https://discord.gg/WqFgNWf
01HNNWZ0MV43FF 5 hours ago
Yeah I remember hearing that SOTC's "SuperLow" LOD was a 2D image. Trespasser also did that, but only for trees and props, not for terrain objects. Trespasser being basically a heightmap with dinosaurs dropped in
estebank 4 hours ago
Hey! It also had a barely working physics engine.
Then again the dinosaurs were physics entities, so maybe you already mentioned it. :)
dcrazy 3 hours ago
Even modern games replace distant geometry with billboards. Simplygon is one middleware that does this. The Remedy folks talked about how Alan Wake 2 used it at GDC last year or the year before.
amelius 6 hours ago
The first comment:
> "The N64 is very memory bound"
> Aren't we all these days?
kennywinker 2 hours ago
A 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 6 hours ago
The 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
LarsDu88 3 hours ago
Like in id softwares RAGE?
cubefox 3 hours ago
Yes, id invented it, but I think they published one slightly earlier game which also had texture streaming. The technique (virtual textures) would not become ubiquitous in most engines until the PS4 era though.
Narishma 2 hours ago
TomatoCo 5 hours ago
This 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.
ErroneousBosh an hour ago
You know that 1985 was when 50-year-olds were starting high school right?
AdmiralAsshat 6 hours ago
Somewhat annoyingly, the actual homebrew z64 seems to crash both of the N64 cores that RetroArch supports. :(
x0re4x 3 hours ago
It might be because he is not using nintendo's sdk anymore, particularly the "microcode" for RSP "coprocessor". Most N64 emulators usually do not emulate RSP properly, but detect which specific nintendo's microcode is used and then emulate it's behavior.
Narishma 2 hours ago
That means they are not accurate cores since it works fine on real hardware.
giovannibajo1 a minute ago
Correct, both of them are really really old, accuracy wise. N64 emulation has improved a lot in the past 4-5 years, but old emulators haven’t caught up
b00ty4breakfast 6 hours ago
At the end of the video he says it needs real hardware or a "highly accurate emulator like Ares".
ill_ion 5 hours ago
This is awesome!
ryguz 2 hours ago
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