this terrain has 38,000 triangles. a simpler frustum culling is used to render only the tiles that are viewable. of course it's not perfect but who gives a shit.
direct framebuffer grab.
http://img683.imageshack.us/img683/8788/cfbdump.png
the displaylist tool i wrote for this takes a 1025x1025 16-bit heightmap and 4096x4096 colormap and generates an optimized mesh, and also uses a form of entropy coding to pare down the colormap from 50 megabytes down to 32 kilobytes of textures.
one of the many things I did to keep framerate up was to ditch the z-buffer entirely. instead, the tiles are sorted by depth and rendered back to front.
the sky is a 1024x256 8-bit paletted CI image divided into sections with another tool I wrote a long time ago. I used about 6 of my tools for this one.
The textures are so detailed it looks like it needs mipmapping xD
sipper2136 1 month ago in playlist Uploaded videos
Where's the Mako?
lokilokiyeah 2 months ago in playlist More videos from marshallgs
Cara, isso é fantastico!!! É bom saber que hoje em dia ainda a gente querendo fazer algo para o Nintendo 64!
TOCARPAUSARPARARREPE 1 year ago
Dude. Effing. Beautiful.
Naxylldritt 1 year ago
Fantastic as always.
alecjahn 1 year ago
Impressive stuff.
TheBardsSongCGS 1 year ago
so legit
itziant 1 year ago
The music makes it great
ShockSlayer 1 year ago
Two words : Fucking great
LunaVorax 1 year ago
thats quite impressive for the 64. nice work
f34rther34pr 1 year ago