There are so many things being tracked all the time in the game for puzzles and the power arm. Yet despites literally tracking sunshadows for some puzzle completion for example it runs almost smoothly with (in my 170h) no crashes. On a 6 yo portable console??

Botw was already impressive but I could grasp it with the shaders and also there weren’t that much physics puzzle. Objects were more static, there wasn’t the two other maps, enemy diversity was limited, same for weapons. There was less of everything overall but I thought it was the limit of the console and the possible engineering around it.

Is there any resources on how they managed to pull this off? White papers, behind the scenes, charts, …?

  • aksdb@lemmy.world
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    9 months ago

    The demo scene still exists and they still produce mind blowing stuff.

    I still remember “playing” .kkrieger, a 3d shooter fitting in a fucking 64kb exe. It did use quite a bit of RAM though.

    • JeeBaiChow@lemmy.world
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      9 months ago

      Ah yes! Projecktt or something like that. Procedurally generated models and textures, and caused some controversy due to heavy reliance on the directx API. But technically astounding, nonetheless!