I Built an Open-World Engine for the N64 [video]

msephton 377 points 64 comments March 28, 2026
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Discussion Highlights (14 comments)

gryfft

I watched this on YouTube the other day. Another beautiful example of the creative power yielded from building within constraints.

azertify

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.

AdmiralAsshat

Somewhat annoyingly, the actual homebrew z64 seems to crash both of the N64 cores that RetroArch supports. :(

cubefox

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

user____name

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

amelius

The first comment: > "The N64 is very memory bound" > Aren't we all these days?

ill_ion

This is awesome!

TomatoCo

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.

LarsDu88

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

CoryOndrejka

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.

kennywinker

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.

Hekkova

That is awesome! Imagine having that in the 90s. Would have blown peoples' minds.

DarthCeltic85

My inner 12 year old is losing it.

MegaDeKay

If you like this kind of thing, check out Coding Secrets on YouTube. He goes further back in time to show how they pulled off seemingly impossible effects on a really old console: the Sega Genesis. https://www.youtube.com/@codingsecrets

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