Views : 2,860,406
Genre: Gaming
Date of upload: Premiered Apr 13, 2024 ^^
Rating : 4.952 (991/81,078 LTDR)
RYD date created : 2024-05-18T20:31:05.324968Z
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Top Comments of this video!! :3
27:32 "the term invisible wall has two parts to it , invisible and wall"
insane
1.5K |
This man just changed the future of SM64 forever. Think about it. All speedrunners from now on will be armed with knowledge which was before an enigma. He just reduced the average time across all high level SM64 speedrunning forever by giving the SM64 community this insanely in depth information to use from now on. Incredible.
163 |
So we've got a 3h45 video essay with full commentary, real subtitles, chapters, and absolutely chock-full of detailed infographics and easy to understand graphs and visualisations, complete with examples in game? You're truly amazing, no wonder this took 10 months to make! I want you to know that this amount of dedication and attention to detail has not gone unnoticed, this is insane!
49 |
1:29:48 My god its the fact that he was already mad before mario spontaneously dies that gets to me, and u just know its coming... (and it looks so spooky too lmao, like a demon possessed his cartridge), haven't laughed that hard in a while... thanks for putting this together!
135 |
Honestly what's really impressive here and blows my mind is just accurate the collision system is based on the simple rules it has. Like all these invisible walls DO make sense given the ruleset floors/walls/ceilings have, and to be so accurate that it even updates in REAL TIME with moving objects/geometry. I come mostly from Unreal 1998, and I can tell you first hand how finicky it could be getting movers (Unreal's moving geometry brushes), especially complex movers, to actually behave. We would run into all sorts of collision issues, but the thing is in Unreal it IS random essentially (there's probably some logic behind it nobody has cracked yet) because every time you rebuild the map, it can compile things completely differently on each rebuild, resulting in entirely different issues lol. Always a nightmare trying to fix BSP holes and other collision problems when map making for Unreal xD good times.
17 |
@pannenkoek2012
1 month ago
If you’ve wondered where I’ve been for the past 10 months, it was working day and night on this one video. In other words, I never actually left, I’ve been working on sm64 the whole time. So I didn’t forget about you guys :)
17K |