Like explained in the previous post, some sort of occlusion culling is needed to decrease the number of triangles drawn. A potentially visible set (PVS) would be ideal for runtime performance but computing one is pretty tricky.
I’ve been racking my brain trying to come up with a simple brute force solution to precompute a PVS for an arbitrary triangle mesh, for a polygon soup. I haven’t been successful so far, even though I found an open source library that supposedly does that.
I’m writing this explainer because I have studied the subject a lot but haven’t yet applied my learnings to anything publicly released, so there’s real risk all of it gets stuck in my head. I’m hoping this post will inspire you to explore this wonderful subproblem of computer graphics and make an awesome N64 homebrew breakthrough of your own :) –tykkiman
The Nintendo 64 is a shared memory system. Anything you do on it will be competing on access to the same bus to access RDRAM.
There are so many interesting projects and experiments going on in N64brew’s Discord that most people have never heard of. Until today! In this blog post I will expose the most exciting new developments on the Nintendo 64 homebrew development front.
Let’s start with some games.
N64brew Game Jam 2022 This years Game Jam concluded with eight entries total. Being a graphics programmer by trade, I was of course very interested in graphics of these games :) And I wasn’t disappointed, for example check out Spirit Harvest: