This engine allows the game to dynamically load the level, meaning we can have levels of any size that fits onto an N64 cartridge. If you are wondering how this differs from the currently existing "INFINITE polygons/level size" mod by skelux, scroll down.
I will release this source once this engine is completely finished (stars still need to be done and objects need to be stored throughout chunks)
For more fangames, subscribe to this channel!
https://www.youtube.com/c/KazeEmanuar...
How is this different from skelux' thing?
First off, you obviously can't have "INFINITE" of anything in a limited amount of space. Since N64 Cartridges only work up to 64MB (unless you use a cheated emulator), this is a hard limit for the polygon count.
For the size, this increases the levelsize by dynamically loading more chunks of the level into RAM to show them to the player and loading one main map with its collision for Mario to walk on. Skelux' thing loads the entire level at once and then scales it up. This has 2 issues:
1) The entire collision is loaded at once. This will cause lag for high polygon counts...And since your level is big, you will have a high polygon count
2) All objects are processed at once. This will cause an even higher amount of lag and require an engine rewrite to also have a longer RAM object chain, limitting the amount of RAM available even further.
Then the Polygon mod. This one simply does not work, in 4 different ways.
1) The obvious one: The other mod is simply an emulator mod.. This won't work for many users, since only windows has the special cheated emulator
2) Even if we assume more than 8MB RAM, there still is no publicly available graphics plugin that can also interprete F3D data in the additional RAM, making the mod non - functional
3) Even if the other RAM was functional, you would still be limited by segment 0Es size, which is 16MB, because it only has 24bit available for it's address slot.
4) Even if 3) wasn't an issue, you'd still be limited in the collision data's size, because segment 0Es position is hardcoded. You could only place around 25.000 collision triangles before it would overwrite segment 0E.
This one is limited only by the cartridge and RAMsize of the N64.
I will release this source once this engine is completely finished (stars still need to be done and objects need to be stored throughout chunks)
For more fangames, subscribe to this channel!
https://www.youtube.com/c/KazeEmanuar...
How is this different from skelux' thing?
First off, you obviously can't have "INFINITE" of anything in a limited amount of space. Since N64 Cartridges only work up to 64MB (unless you use a cheated emulator), this is a hard limit for the polygon count.
For the size, this increases the levelsize by dynamically loading more chunks of the level into RAM to show them to the player and loading one main map with its collision for Mario to walk on. Skelux' thing loads the entire level at once and then scales it up. This has 2 issues:
1) The entire collision is loaded at once. This will cause lag for high polygon counts...And since your level is big, you will have a high polygon count
2) All objects are processed at once. This will cause an even higher amount of lag and require an engine rewrite to also have a longer RAM object chain, limitting the amount of RAM available even further.
Then the Polygon mod. This one simply does not work, in 4 different ways.
1) The obvious one: The other mod is simply an emulator mod.. This won't work for many users, since only windows has the special cheated emulator
2) Even if we assume more than 8MB RAM, there still is no publicly available graphics plugin that can also interprete F3D data in the additional RAM, making the mod non - functional
3) Even if the other RAM was functional, you would still be limited by segment 0Es size, which is 16MB, because it only has 24bit available for it's address slot.
4) Even if 3) wasn't an issue, you'd still be limited in the collision data's size, because segment 0Es position is hardcoded. You could only place around 25.000 collision triangles before it would overwrite segment 0E.
This one is limited only by the cartridge and RAMsize of the N64.
Open World SM64 Engine nintendo 64 emulator ios | |
4,979 Likes | 4,979 Dislikes |
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Gaming | Upload TimePublished on 28 Feb 2018 |
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