terrain engine on N64 - preliminary test

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Uploaded by on Dec 8, 2010

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.

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Gaming

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Standard YouTube License

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  • The textures are so detailed it looks like it needs mipmapping xD

  • Where's the Mako?

  • Cara, isso é fantastico!!! É bom saber que hoje em dia ainda a gente querendo fazer algo para o Nintendo 64!

  • Dude. Effing. Beautiful.

  • Fantastic as always.

  • Impressive stuff.

  • so legit

  • The music makes it great

  • Two words : Fucking great

  • thats quite impressive for the 64. nice work

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