Can you show us your live debugging process? Libultragdb?
@james.lambert4 сағат бұрын
You should just use ares for debugging. If you want to debug on hardware, I think unfloader offers some tooling for that. libultragdb only works with libultra
@SilentShadow-ss5xp17 сағат бұрын
You should finish Portal 64 and just never release it. Now if one day after your passing someone happens to accidently upload it to the internet well... 🤷🤷
@james.lambert4 сағат бұрын
I don't know if I want that kinds of incentive for me to ... pass
@LandisSeralianКүн бұрын
THank you for this video! I would love to see a condensed/edited series of tutorials for using LibDragon!
@guillaumefigarella1704Күн бұрын
Whats the difference between F3DEX3 and Libdragon for a layman?
@james.lambert20 сағат бұрын
F3DXEX3 is a modified microcode, think program for the GPU to run, that runs with libultra which is nintendo's property. libdragon is a complete open source library for coding games that run on the n64
@mattanimationКүн бұрын
great stream, thanks!
@james.lambertКүн бұрын
I just wanted to give some updates on some of the issues I was having. 1) Use blender 4.0 but not higher to fix the issues with the gltf export 2) Update to the latest preview version of libdragon and debugging with gdb should work
@MuskelhiasКүн бұрын
You need a new dev laptop from this century man :D
@iisthphirКүн бұрын
...soo, you got portal running on 64?🎉 I guess itl be a while before it runs on fridges
@GeordiLaForgeryКүн бұрын
This is really helpful thx
@RobUttleyКүн бұрын
Thanks for this James, I thought it was really interesting.
@Bassquake76Күн бұрын
Please please please convert Portal64 to it! 😉
@NadroolerКүн бұрын
The equations for relative motion are 100% correct. But my intuition always told me that it will just flop to the ground, not obtaining the speed of the relative field. What I am saying is my opinion and not 100% fact but here you go: The cube mas has not experienced force and therefore its mass has not been accelerated. The cube does not feel the momentum whatsoever from the portal (despite momentum being conserved for travelling objects portals do not possess the reverse property). If the momentum of objects (not planes/surfaces) is conserved for portals, adding speed of planes/surfaces breaks energy balance. The cube cannot just absorb kinetic energy from a moving portal surface any more than it can just maintain its OWN momentum through it. A simple counter example is if a entrance portal and cube moved toward one another, the exit portal stationary. The cube, in my opinion, will only maintain it's own momentum. Some more questions, what about an accelerating surface? How much time should pass for it to gain it's newfound energy exiting the portal? What if the cube was in space? Surely you cannot expect the cube to magically obtain kinetic energy in a place where there are no relative observing point? What about two moving portals?
@alexp-deКүн бұрын
Thank you so much for making this. I was looking for a modern guide like this, because I never knew where to start.
@gsestreamКүн бұрын
error log is a nice conclusion. at least you know something is going wrong.
@Raspredval1337Күн бұрын
btw, have you tried clangd LSP in VSCode? It's way better than the one that comes with base c\c++ extension. It's faster, easier to configure (via the compile_commands.json file or the clang native .clangd file) and it doesn't straight up unalive itself over large include files. It even has it's own extension that integrates into the base c\c++ extension
@HoobleMcFloobleКүн бұрын
This is how I find out Terri Garr is dead .
@user-sl6gn1ss8pКүн бұрын
That bug at the end was just poetic. Also, the format of the jam plus the template makes this one really inviting
@jupiterskyКүн бұрын
Ubuntu? Over an hour long? This can only be good.
@grymdylanКүн бұрын
i've been contemplating trying to make something for the n64 some day, but i'm really nervous of the difficulty spike from leaving a modern game engine
@ProGaming-kb9ioКүн бұрын
Don’t worry about it, at first there will be a lot to learn, but things will begin to make sense pretty fast if you are consistent.
@anchorlightforgeКүн бұрын
I think it's very comparable to learning a modern game engine for the first time. The main difference is that when you need a feature, instead of looking up the specific engine's documentation and looking for GitHub code related to that feature for that engine, you look up more general implementations that fit the needs of your project. You're still leaning on the same concepts that other engines use, just in a more abstracted and less sandboxed sense. But if you know how to initialize a window, make a 3D render happen on loop, and terminate the window when the application needs to close, the rest just comes with time and effort. (I'm speaking general Windows programs right now) You'll be losing engine-specific implementations, e.g. Unreal's BSP or lighting tools, and instead be using TinyGL's features to create your own versions of those. Your greatest ally in this will be third party tools, which can have their data compiled and imported then read at runtime; Trenchbroom exports, LDTK, Tiled, etc. etc. for level design, Blender for models, and many more. If you stick to homebrew community resources and ask away, you'll be able to pick up on these things with time. Your game 'engine' will largely just be the basic physics and/or collision, the renderer, the audio engine, and other things that happen at runtime, while most of the content creation process will be done in other tools and brought into the final project as completed assets. LearnOpenGL is awesome as a starting ground. Use that before you get started and I think a lot of your discomfort will go away. You're still not going into this as a pure ground-up program, you'll be using the concepts established by LibDragon and TinyGL then building your game engine logic around them. Personally I believe your biggest issue will be learning to respect N64 hardware, its strengths and weaknesses; to that extent it's a lot like developing on modern engines for Switch, but with the performance ceiling being so much lower; you just need to learn what areas you can push, how far they push, and what areas will need a lot of caution. All this comes with the disclaimer that I'm a Unity dev that picked up on actual custom engine development earlier this year, and only for Windows and Linux; but overall this has been my experience with changing fields and if the heavy lifting is being done by solid community projects like TinyGL, it won't be as scary as venturing into this on your own.
@cryptocsguy9282Күн бұрын
This is awesome, I'll have to watch this later :P
@miniropКүн бұрын
Exactly what I needed. Thanks.
@LivePanopticonReactionКүн бұрын
brother, if we are talking quantum tunneling and not wormholes, PORTALS. CANNOT. MOVE. if a portal began to move it would cease to exist. and ethier valve has a bunch of scientists back there or they are the luckiest game devs ever.
@Vaksharules19992 күн бұрын
Fuck Nintendo
@WyattsVlog2 күн бұрын
I think your wrong
@_asher2 күн бұрын
Im super pumped for this 😁
@Veptis2 күн бұрын
I love this beautiful visualization. Next time I will just push the tip through a portal and see it continue forever (without acceleration).... assuming no gravity and no air.
@DivineDefect3 күн бұрын
Uh true. I'm gonna go with true.
@finaltheorygames17814 күн бұрын
Wait........ are you using the 4 MB expansion ram or just a stock N64? What if you used the extra ram in the expansion pack?
@finaltheorygames17814 күн бұрын
Well what is the name of the game and is it a remake of another game. It wasn't clear in your video what you are actually doing.
@finaltheorygames17814 күн бұрын
So this is an original N64 game you are making? Are you going to do the gamecube like textures that you featured in your one of your previous videos.
@finaltheorygames17814 күн бұрын
You should make a whole game based on this.
@muddysudz65506 күн бұрын
Wait but that wouldn't make sense. "Objects in motion stay in motion, unless acted upon by an equal or greater outside force" the cube wasn't moving and thus should not keep going
@valdankartoshkin90107 күн бұрын
Здесь пишут крайне умные люди. Я не знаю, почему несколько месяцев назад я не мог решить эту задачку. У куба нет ни ускорения, ни в целом скорости, импульса там и прочего. Извините, я плохо знаю физику. И по логике, когда портал влетает в куб, ускорение и импульс поверхности с порталом кубу не передаются. Максимум, его может встряхнуть от удара. Тоже самое касается загадки: "А что будет, если столкнуть два портала с объектом внутри?" Тут уже был комментатор, который ответил достаточно точно. Либо объект сплющится, либо платформы сломаются. Все зависит от свойств объекта.
@moseptyagami6068 күн бұрын
Was portal run on an iPhone 2?
@adamarzo5599 күн бұрын
Ooooo. Getting the RetroAchievement set for this game in October 2024 may be interesting.
@arpitupadhyay153510 күн бұрын
I thought it was running on a potato battery💀
@yoshimasterleader10 күн бұрын
Have you ever thought of making a game engine for N64 development and releasing it?
@MarekTSchmidt11 күн бұрын
Actually the portal paradox doesn't work idk how you got yours to work but anytime a portal is on a surface that moves the portal gets deleted
@gogosegaga13 күн бұрын
You’re so awesome love the n64 content
@mrcl11w3113 күн бұрын
the portal paradox? isn't the answer kind of obvious? Just try putting a cube down and then let an open window fall on it, basically the same effect, goes in on one side, comes out on the other. But the cube doesn't move
@james.lambert13 күн бұрын
That is a different situation because both the entrance and the exit of the window are moving. In the portal paradox situation the entrance is moving but the exit isn't. This is actually addressed in the full video that is linked.
@evgenius123_14 күн бұрын
Hopefully one day we will find a solution to the licensing issue that has put Portal 64's existence in question.
@TempelChalao15 күн бұрын
That's how PotatOS saw the world 🥔
@danshinks589715 күн бұрын
I've been saying this for years. It's not a paradox, just a poor understanding of frames of reference