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The only reason Valve pulled it was because they feared Nintendo would come after them as it was using Nintendos proprietary graphics API. They could not distri
by VelesDude 3y ago
The only reason Valve pulled it was because they feared Nintendo would come after them as it was using Nintendos proprietary graphics API. They could not distribute the code.
If it was to use a custom built API then there is no issue but hacking N64s RSP is a tricky beast of a chip due to all the oddities of it being essentially experimental 3D hardware at the time.
- Rinzler89 3y ago>hacking N64s RSP is a tricky beast of a chip due to all the oddities of it being essentially experimental 3D hardware at the time It was basically trimmed down cost reduced SGI hardware, noting too exotic or revolutionary.
- VelesDude 3y agoIts not so much that is revolutionary, more that it was finicky and precise in its ways.
- Cloudef 3y agoHe could use libdragon / tiny3d which has zero nintendo code in it. https://mbeboek.gitlab.io/rspl/ https://mbeboek.gitlab.io/rspl/ (posted this to hn but of course it got ignored)
- VelesDude 3y agoIt is a path that was being explored. I think the issue was that so much of the standing work was based on the explicit functions of the original API. A case of they would have to build up Tiny3D to get equivalent functions. Definitely viable but I guess if you are working on a game, all of a sudden you are focusing on the core workings of an API rather than getting a project done. Like building an app in Rust and then getting side tracked on optimizing the actual compiler. Very cool but a different task.