How I Built an Open-World Engine for the N64

This title could be clearer and more informative.Try out Clickbait Shieldfor free (5 uses left this month).

A developer explains how they achieved Skyrim-scale draw distances on Nintendo 64 hardware by rendering the world in two passes: a low-detail distant pass (scaled down ~100x, Z-buffer disabled, back-to-front ordering) and a high-detail near pass. The core problem is the N64's 15-bit Z-buffer, which causes Z-fighting at large distances due to non-linear depth value distribution. The solution uses multiple LOD tiers with baked textures per terrain chunk, and replaces the N64's hardware fog blender with the color combiner unit to achieve realistic atmospheric perspective using RGB interpolation and vertex color gradients. Gameplay design choices like fast traversal and a fog-of-war map system compensate for the sparse open world.

12m watch time

Sort: