Most physics engines usually have rest period. When the entity is barely moving anymore it will go into rest state and will not be calculated anymore unless something collides or interacts with the entity again.
@thespyfromteamfortress21492 жыл бұрын
I believe source does that too
@Cloudef2 жыл бұрын
@@thespyfromteamfortress2149 yeah, sorce uses havok engine that does that. Bullet engine also does this
@kip2582 жыл бұрын
This can be seen in portal 2 when you set one cube on top of another and pull out the bottom one carefully; the top cube will float!
@gwentarinokripperinolkjdsf6832 жыл бұрын
@@kip258 That dosn't sound right, if I remeber correctly havok tries to wake up objects when one of the contacts updates (wich moving the object should update the contacts). The cube would stay asleep if it didn't move but yeah it shouldn't be possible to slide a cube out from under another cube
@kip2582 жыл бұрын
@@gwentarinokripperinolkjdsf683 It can be done but its really hard. You have to remove the bottom cube without contacting the top cube, eg, without waking it up. If you use two laser cubes and the cube on top is directing a laser into a laser receiver, then it's REALLY easy!
@the_kovic2 жыл бұрын
This is amazing! It always warms my heart to see more ambitious N64 homebrew but this is utterly incredible, even at such an early stage.
@james.lambert2 жыл бұрын
I'm hoping it isn't too ambitious but I figure it is the perfect project for me. I enjoy the technical side of making games the most and this way all the artwork is already done for me.
@veg4112 жыл бұрын
Wow! Your physics system is impressive. Even if you end up simplifying it, having at least a proof of concept port is an exciting thought.
@MilesFlavel2 жыл бұрын
If you don't require object-to-object interactions, you could get away with freezing objects after they come to a rest (assuming you're not already)
@kantackistan2 жыл бұрын
That was the first thing I was going to recommend: If the box doesn't rotate, substantial simplification. But also I don't remember any instances where the Box rotating was necessary or helpful in portal, so I think it might be an acceptable break from reality
@weignerg2 жыл бұрын
Physics does not need to be calculated on two objects that have little or no velocity difference between them. Once an object has come to rest against another object, physics should be paused until another object is in range and has enough velocity difference.
@epicmaster462 жыл бұрын
So awesome. Demakes are always fascinating, and this one being one of my favorite games of all time has me hyped. Definitely following this closely.
@CreatorofSecks2 жыл бұрын
This stuff makes me appreciate older hardware
@MrTheSaxon2 жыл бұрын
Exciting stuff!
@jackcarterdrelias2 жыл бұрын
Really nice, inspiring proof of concept.
@ejbevenour Жыл бұрын
Your a true Legend making this!!!! Keep killing it!!
@hyakin7818 Жыл бұрын
You could activate physics for a cube, if it's in the air and if it collided with the ground, a timer will activate in which the cube has time to orient itself to the ground, when the timer is off, the poaition of the cube gets rounded and leveled to the ground evenly
@iamturokn642 жыл бұрын
Amazing 🤩
@chemergency Жыл бұрын
The Havok physics engine being replicated on N64 hardware is nothing short of programming wizardry. Factor 5 developers would be proud.
@nowicando76512 жыл бұрын
keep this work up, I sure like!
@44890chrisc2 жыл бұрын
I'm not sure if the coding for it is public but didn't Rocket Robot on Wheels have real physics on N64 hardware?
@deadfishy666 Жыл бұрын
If all else fails you can just make simple physics like in most 90s games. It won't really matter in the end I think.
@dystopicheaven2 жыл бұрын
This had inspired me to learn C :)
@megaflops38602 жыл бұрын
Great! I love it ☺
@Minirow2 жыл бұрын
How do you plan on doing music for this game? (I'm a huge fan of Portal, and this demake is looking awesome). If there's any application system or way to help out, it seems like a super awesome project I'd love to try and compose for.
@KrakenCasting2 жыл бұрын
Just Lames Jambert doing Lames Jambert things. XD
@TinyDeskEngineer2 жыл бұрын
Someone's going to make it run on a TI-84 someday
@CamperCarl2 жыл бұрын
Could just make it a big sprite that always billboards the camera. Wont look good but it'll solve the cpu issue.
@pleasedontwatchthese9593 Жыл бұрын
I just asked this in another video and now i found it lol
@AnonimasFLK52 жыл бұрын
based man does beyond based things
@zion66802 жыл бұрын
The physics are awesome. Does it still target the original specs of the N64? If you'd shown this to N64 or PS1 owners back in the 90s I think our minds would have been blown lol
@james.lambert2 жыл бұрын
Yup. All on real hardware.
@schmantikor2 жыл бұрын
I dont know if you're trying to run it on the actual console or on an emulator but wasn't there a specialized cartridge with built-in hardware improvements?
@Zinkolo2 жыл бұрын
Holy fug. You just need to speed it up and make it so that carrying it physically moves it in the space instead of attaching it to your character and you're gold!! I only know the C sharp and have experience with unity so take everything I say with a massive grain of salt.
@no-no-noku2 жыл бұрын
Who knows this might turn out like the portals being able to render 14 rooms at the same time. But in reality I feel like this isn't going to play out like that, I would be more than okay if you had to use a simpler physics engine in order to make more elaborate rooms/puzzles.
@richieb742 жыл бұрын
Is this actually running on real hardware? Or is this kinda fake just being displayed though the hardware. Is it normal silicon in the cartridge?
@6913374202 жыл бұрын
How did you start working on a Nintendo 64 game?
@jeterjr282 жыл бұрын
Dude could we be friends? Maybe I could come over and just do your laundry or something? 🤪 Too cool.