UnknownShadow200

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Note that the Nintendo 64 port has never been tested on real hardware, so use at your own risk [ClassiCube-n64.zip](https://github.com/UnknownShadow200/ClassiCube/files/13434929/ClassiCube-n64.zip) You may need the Expansion Pak

Problem is with these lines in `Intersection_RayIntersectsBox` ```C invDirX = 1.0f / dir.X; invDirY = 1.0f / dir.Y; invDirZ = 1.0f / dir.Z; ``` If your camera happens to be...

[CCN64_v2.zip](https://github.com/UnknownShadow200/ClassiCube/files/13457639/CCN64_v2.zip) Can you please try this updated build instead?

Pretty amazing to see it running on actual hardware, thanks for testing! The port hasn't been optimised at all, so there is quite a lot of room for improvement. Unfortunately...

> @UnknownShadow200 not sure if you are aware or use discord, but there is a discord https://discord.gg/66xXTnjk for N64 Development, the #rom-testing channel would be a good place to upload...

Are you saying that the C stick is stuck drifting even after exiting ClassiCube?

What exactly are you doing to exit ClassiCube? Also, if you download ClassiCube again, has the latest version made any difference to this issue?

Are you using the regular macOS ClassiCube.net build, or a manually compiled build for ARM?

Can you please compile and then run ClassiCube with 1) `Graphics_GL1.c` replaced with the one from https://gist.github.com/UnknownShadow200/8dc9baa18b4084f5ff68066bf1495a5f 2) `Gfx_EndFrame` in `_GLShared.h` either renamed or deleted (otherwise it conflicts with the...

Yikes.. those are some very concerning timing values I guess my choice to render all entities using the same dynamic vertex buffer, with that vertex buffer being constantly partially updated...