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Real-time tech demo "Castello" by Macau Exports
[nfo]
screenshot added by noby on 2025-04-22 14:45:29
platform :
type :
release date : april 2025
release party : Revision 2025
compo : wild demo
ranked : 6th
  • 21
  • 3
  • 0
popularity : 50%
 50%
  • 0.88
alltime top: #22064
  • cce cce [Code, graphics, direction]
  • noby noby [Music]
added on the 2025-04-22 14:45:29 by noby noby

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So good, one of my fav prods of revision. Should have ranked way higher imo n
rulez added on the 2025-04-22 14:49:15 by okkie okkie
Sadly audio seemed to have played back in mono in at least the stream, possibly on location as well, and as I didn't have time to ensure any kind of mono compatibility it sounded quite messy… The capture above (the same one shown in the compo) has the audio playing properly though.
added on the 2025-04-22 14:53:26 by noby noby
What okkie said. Loved every second of it.
rulez added on the 2025-04-22 16:34:13 by ratz ratz
Yusss
rulez added on the 2025-04-22 16:46:00 by wrighter wrighter
thank you mario but our princess is in another castle!
rulez added on the 2025-04-22 16:49:24 by el mal el mal
sweet
rulez added on the 2025-04-22 16:52:38 by Ramon B5 Ramon B5
Good one
rulez added on the 2025-04-22 17:29:43 by xeron xeron
great
rulez added on the 2025-04-22 18:11:02 by grz grz
dream team, dream platform
rulez added on the 2025-04-23 00:19:34 by ferris ferris
Dope! And good music.
rulez added on the 2025-04-23 00:32:25 by ham ham
This was sick.
rulez added on the 2025-04-23 00:41:50 by juvi juvi
What's inside the egg though?
rulez added on the 2025-04-23 01:10:19 by fizzer fizzer
Great to see a demo running on the Nintendo 64
rulez added on the 2025-04-23 10:23:34 by toms toms
Cool stuff, after a while I was kind of expecting it to "go somewhere" though. Still should've ended up higher than 6th place..
rulez added on the 2025-04-23 10:26:58 by break break
next year we need a separate n64 compo, if this trend continues. best of the 3 n64 demos for me, looked and sounded good on the bigscreen.
rulez added on the 2025-04-23 22:06:52 by teo teo
This was kick ass. Visually crazy, excited to see the technical breakdown.
rulez added on the 2025-04-23 22:16:34 by MuffinHop MuffinHop
Jaws would have dropped through the floor had this been shown in 1997, and they are still dropping today.
rulez added on the 2025-04-23 22:49:25 by Saga Musix Saga Musix
Quote:
This was kick ass. Visually crazy, excited to see the technical breakdown.
this exactly. I have a whole lot of questions about the rendering pipeline
added on the 2025-04-24 20:57:35 by porocyon porocyon
can't wait to see this live! will there be a booth at siggraph?
rulez added on the 2025-04-25 00:16:57 by msqrt msqrt
Some technical info below, see the Bluesky thread for pictures.

The idea is to do texture-space shading, which makes it possible to write arbitrary surface shaders without hardware support. In this case it's optimized further by fitting a 256-color palette to the normal map, and then computing lighting only for each entry in the palette for speed.

Instead of showing just single objects, I wanted a realistic building with baked vertex lighting. Perhaps it was too ambitious for this demo 😅 Anyway, after a lot of deliberation, I split ambient and direct sun lighting in vertex color RGB and alpha channels, respectively.

Both ambient and direct light respect normal maps. Ambient uses image-based lighting and the direct light is just a single directional light. Environment lighting is provided by a greyscale irradiance map (think of a blurred cubemap) and is later modulated by vertex colors.

The castle model in the demo is based on this 3D reconstruction by Sketchfab user andxet: https://sketchfab.com/3d-models/zumaglias-castle-bi-italy-8ef740a8ca31498c9e8f73b1c27a3298
I retopo'd and textured it myself. I'm still very slow working in Blender so the model was left in a pretty rough state in the end. Recommended tool: https://github.com/wjakob/instant-meshes

I group the geometry by material and surface direction and compute tangent spaces at export time. Each of these groups shares a palette so as a whole their lighting will be correct only in the average sense.
The tangent-space is *not* interpolated at runtime, which shows up in faceted lighting.

The skydome consists of a 32x64 texture that repeats horizontally and a cut sphere with some vertex coloring. I think it looked alright in the end, even though it is blurry.

Regarding bloom, it's done on the CPU and composited back as a white quad with an alpha texture. A bit slow and buggy though :)

Finally, the white "egg" was supposed to be just a test model that I replace with something else. Well, that didn't happen! It's a perfect sphere but due to projection precision issues (!) it got stretched. Later I wanted to put a cat sit on top of it but sadly couldn't make it look right on time.😿
added on the 2025-04-27 15:18:48 by cce cce
Really cool. Very interesting to see how far the N64 can be pushed.
It seems that you have a really solid pipeline, I'd love to see what a bigger 3D artists team could do with it, a la TBL. Maybe something for the next demo? :)
rulez added on the 2025-04-27 18:39:01 by exocet exocet
impressive
rulez added on the 2025-04-28 13:01:03 by SiR SiR
Never seen N64 look so much like PS2 before. Also wow the atmosphere and wow the music. <333
rulez added on the 2025-05-01 21:27:45 by hot multimedia hot multimedia
Really looks like one console generation later.
Also great presentation, with fitting soundtrack.
rulez added on the 2025-05-04 20:23:48 by NinjaKoala NinjaKoala

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