ok im 2 minutes into the video and i already have something to say, portal 64 was taken down by valve not due to him usin their ip, but because of him using nintendo stuff for rendering, and source engine models are so easy to rip, there probalby would be like 0 issues from that
Dude. I wanted to make Portal for the Wii U. But I also wanted to port the Source engine for the Wii U, so that it wouldn't be a remake, but a port. Portal U and SoUrce Engine (and maybe Portal TwU)
@@pacomatic9833This may not be as hard as it appears at first brush. Remember that the switch got the portal companion cube collection, meaning theres an implementation of the source engine on ARM. Moving that down to PowerPC may not be the most complicated process.
14 дней назад
@@benjaming7219Arm RISC and PowerPC RISC is quite a lot different if im not remembering wrong doe also source engine is quite cpu heavy which wii u kinda lacks it (minus its supporting out of order unlike ps360)
Good question, it depends on what you are making. This project needed multiple cameras and that provides a lot of overhead. If you're making a normal game like Tetris you could get away with doing almost anything and still have all of the frame right there
The Wii U is technically slightly more powerful than the XBox 360 and PS3, while running on a similar CPU architecture. And the PS3 could handle Portal just fine.
godot would run awfully on the wii u. especially considering an 8 year old version of unity that can run decently on windows xp cant even run very well. also godot 4 is much newer and better than this version of unity, and the wii u is like 12 years old now.
14 дней назад
@@somerandomgoanimator1820Not the mention Wii U technically had weaker cpu than ps360 (minus its supporting out of order execution but that doesnt make it more powerfull)
This is reallly cool. Another way to up the performance is if you turn off all cameras that the player can't see. Like, if a portal is out of the player's pov, then turn off that camera. Also, if you werent using it before, occlusion culling is another fantastic (and easy) way to increase performance. Obviously, adding this stuff would take quite a bit of time and effort (which is something you didn't have as you said in the video). But hey, if you ever decide to revisit this project, maybe try adding this stuff and see if it runs better.
No it got shut down for using an N64 Library from Nintendo. If valve would have gotten involved with portal64 by embracing the project, Nintendo would be on Valve's ass because of the development software which Nintendo made for N64. This however, is a full on custom project using his and valve's own assets, rather than using Nintendo's development software and library's.
Thanks :> but portal does not belong to us. Even if it would have been cool if he specified it in his video, his video remains very interesting and we like it ^^