[HN Gopher] I Built an Open-World Engine for the N64 [video]
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       I Built an Open-World Engine for the N64 [video]
        
       Author : msephton
       Score  : 316 points
       Date   : 2026-03-28 11:49 UTC (11 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | gryfft wrote:
       | I watched this on YouTube the other day. Another beautiful
       | example of the creative power yielded from building within
       | constraints.
        
         | msephton wrote:
         | Such a clever way to approach the problem! I'd say only
         | possible with a detailed understanding of the N64 constraints.
        
       | azertify wrote:
       | 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 wrote:
         | 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 wrote:
           | 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 wrote:
             | > And Valve it seems wants to improve their relationship
             | with Nintendo
             | 
             | Valve are the 200kg gorilla of the gaming industry and can
             | throw their weight around.
             | 
             | However Nintendo are a 250kg gorilla.
        
               | Forgeties79 wrote:
               | A very vindictive, petty 250kg gorilla at that
        
             | tertle950 wrote:
             | If I recall correctly, there was also the issue that a
             | Nintendo 64 ROM of their game would be fundamentally
             | incompatible with Steam, which (as many forget) is
             | technically their DRM solution. I could be wrong, of
             | course.
        
             | fc417fc802 wrote:
             | The emulator thing is less "improve relationship" more
             | "avoid appearing complicit" just basic avoidance of
             | liability.
        
       | AdmiralAsshat wrote:
       | Somewhat annoyingly, the actual homebrew z64 seems to crash both
       | of the N64 cores that RetroArch supports. :(
        
         | b00ty4breakfast wrote:
         | At the end of the video he says it needs real hardware or a
         | "highly accurate emulator like Ares".
        
           | my-next-account wrote:
           | Does anyone know what it means for something to be a "multi-
           | core emulator" like Ares is? Like, is there some underlying
           | benefit to developing emulators for multiple systems under
           | the same name? Is there some shared code or what?
        
         | x0re4x wrote:
         | 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 wrote:
         | That means they are not accurate cores since it works fine on
         | real hardware.
        
           | giovannibajo1 wrote:
           | 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
        
       | cubefox wrote:
       | 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 wrote:
         | Like in id softwares RAGE?
        
           | cubefox wrote:
           | 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 wrote:
             | Enemy Territory: Quake Wars used an earlier version of it
             | but only for the terrain. I think Rage was the first to use
             | it for everything.
        
               | cubefox wrote:
               | Unfortunately nowadays id Software doesn't seem to be at
               | the cutting edge of engine technology anymore. Most
               | interesting new developments now come from Unreal Engine
               | as far as I can tell. Like virtual geometry (Nanite) or
               | efficient ray traced direct illumination (MegaLights).
        
       | user____name wrote:
       | 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.
       | 
       | [0] http://www.youtube.com/@KazeN64
        
         | 01HNNWZ0MV43FF wrote:
         | 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 wrote:
           | Hey! It also had a barely working physics engine.
           | 
           | Then again the dinosaurs _were_ physics entities, so maybe
           | you already mentioned it. :)
        
           | dcrazy wrote:
           | 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.
        
         | smithcoin wrote:
         | 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 wrote:
           | A lot of stuff is happening on the n64brew discord.
           | https://discord.gg/WqFgNWf
        
           | charcircuit wrote:
           | VRAM on the n64 is notoriously slow.
        
             | msk-lywenn wrote:
             | It's RAM that is notoriously slow. VRAM is fast, but
             | there's only 4K...
        
       | amelius wrote:
       | The first comment:
       | 
       | > "The N64 is very memory bound"
       | 
       | > Aren't we all these days?
        
       | ill_ion wrote:
       | This is awesome!
        
       | TomatoCo wrote:
       | 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 wrote:
         | You know that 1985 was when 50-year-olds were starting high
         | school right?
        
         | egypturnash wrote:
         | Magicore Anomala seems to actually be a sideview non-scrolling
         | bullet hell game for the Amiga, which came out in 1985. Teen me
         | owned one of the first Amigas in my city and the in-progress
         | videos I can find of Magicore don't feel too out of place with
         | the games I was seeing on it by the early nineties. It's moving
         | around a couple of sprites and rendering a single-bitplane
         | image of projectiles, and has some basic copper list tricks to
         | get a 3-plane background image to have more than eight colors,
         | which was pretty normal for the Amiga.
         | 
         | Here's a dissection of the title screen of Shadow Of The Beast
         | (1989), for instance: https://codetapper.com/amiga/sprite-
         | tricks/shadow-of-the-bea... - you can find a ton of video of
         | this game very easily, go have a look.
         | 
         | Magicore is generally a bit zippier than most Amiga games, so
         | many of them were kind of chunky and sluggish when I look back
         | at them. Also the dev notes on using modern compression schemes
         | that use what would be apocalyptic amounts of RAM and CPU by
         | 1990 standards to crunch the data are amusing, but it's not
         | like 1990 me wasn't used to chilling out for a few minutes
         | between levels for a disc load, it was still worlds faster than
         | the horrible load times of the C64 that was my first computer.
        
       | LarsDu88 wrote:
       | 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
        
         | vertexmachina wrote:
         | They have a very complicated and robust pipeline that generates
         | all of those LODs automatically. The artists aren't manually
         | creating them.
        
         | oliwary wrote:
         | 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.
        
       | CoryOndrejka wrote:
       | 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.
        
         | everdrive wrote:
         | 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.
        
           | CoryOndrejka wrote:
           | Thank you! We had an absolute blast building it and we just
           | kept playing it. I need to look up the full unlock cheat
           | code.
        
         | jmkni wrote:
         | Comments like this are why I just love Hacker News
        
         | ErroneousBosh wrote:
         | > Plus, the reality coprocessor fog had a brutal hardware bug
         | that made it really tricky to use.
         | 
         | What was the bug?
        
           | CoryOndrejka wrote:
           | Well, in deeply technical terms, it didn't work at all and
           | just had like one setting that almost worked. The hardware
           | engineers working on the ASIC tried to slam it in at the last
           | minute and they almost pulled it off. Except the didn't.
        
         | jdironman wrote:
         | 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.
        
           | CoryOndrejka wrote:
           | Thank you! I'm cracking up because that's something we all
           | did while building it, too. It's part of how the insanity
           | bikes ended up so hilariously overpowered.
        
         | x0re4x wrote:
         | There is a nice video by Kaze Emanuar demonstrating N64 easily
         | pushing 300k shaded triangles per second without special
         | optimizations in a game engine:
         | 
         | https://www.youtube.com/watch?v=GC_jLsxZ7nw
        
         | muggesmuds wrote:
         | Massive fan, would love to hear some details about the culture
         | in the office at that time!
        
           | CoryOndrejka wrote:
           | We were subleasing from 3Dfx at the time, working on JetMoto,
           | RR64, and Nuke Strike at the same time. It was old school
           | game development -- dumb hours, too much coffee, grabbing
           | tubes of Oreos from the 3Dfx micro kitchen, late night In N'
           | Out runs for animal style and fries well done. Mix of ex-EA,
           | ex-arcade, and all of us thinking how smart we were to not be
           | leaving games to go to Internet startups. Oops.
        
         | dd_xplore wrote:
         | I just loved road rash, I had the demo version initially, I
         | used to call it demo rash. Once in a race I accidentally jumped
         | on a building, it was first open world experience for me!
        
           | CoryOndrejka wrote:
           | The THQ testers figured out you could launch bikes out to the
           | sailboats, too
        
       | kennywinker wrote:
       | 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.
        
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       (page generated 2026-03-28 23:00 UTC)