NokiMo
Kazestuff
Kazestuff

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New engine updates

Remember my whole source code rewrite video? Well since then I've managed to improve the framerate by another 50%. This game now renders 6 times as fast as the original. So I've decided to import an HD whomps fortress with gamecube-level polygon counts into mario 64 just to see how it'd run.


THIS MEANS a Multiplayer mode can now be implemented into Return to Yoshi's Island and it would run perfectly fine! Plus this engine can now render the original game at mostly stable 60fps.


I've also recently finished the second overworld in Return to Yoshi's Island! Now only 5 courses and 3 sidelevels remain.

New engine updates

Comments

i haven't turned it into a fully playable mod yet. i might still do that one day.

Kaze Emanuar

can we download it or is it just for you?

Mohammed

Yes! I found a bunch of small things that add up to something big since!!

Kaze Emanuar

Amazing work! Do you plan to do another video explaining your methods? I always watch those in awe.

Cal

yeah that's just from big triangles and no big issue.

Kaze Emanuar

Any idea what's up with those water rendering artifacts?

WaveParadigm (Adam)

This is the kind of coding I really want to learn! Because it means I can realize games like RWBY even on the N64, which would be awesome! (I'm hoping to some day make a N64 RWBY game in the Devil May Cry 1 style.)

Jordan Andrew Scherr

Incredible work, thank you for your dedication, we love playing RTYI

Blake Bickerstaff

thanks kaze, I'm hooked on mario 64 optimization videos. I would love to see og mario 64 splitscreen go from 2 -> 4 players at 30fps. didn't think it would ever be possible, and totally something I'd contribute code on if it ever piqued your interest.

Troy Bonneau


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