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How I Built an Open-World Engine for the N64
James Lambert
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- Recommended by 1 person: 1 on Lobsters.
- Presented by James Lambert
- Linked in the descriptionlambertjamesd/n64brew2025
Advanced. Deep dive for people who know the field.
552K views7 months ago1 recommendation
Game developmentSystems programmingBuilding a game engineRetro games and consolesRendering
James Lambert explains how he designed and built a custom open-world engine for the Nintendo 64 with zero loading screens.
I built a custom open-world engine for the N64. In this video, I break down how I achieved a seamless, massive world with zero loading screens on N64 hardware. You can download it here github.com/lambertjamesd/n64brew2025/releases Here is the team that helped me work on this. Pyroxene: x.com/pyrox3ne Caitlin G Cooke: cgcooke.itch.io/ terzdesign Kælin: betadynast.bandcamp.com/ I will be using these same techniques in my ongoing project. If you want to support this work and follow the development journey, you can find me on Patreon: patreon.com/JamesLambertWhy it's here
1 person recommends thisWhat people say. Recommended as an impressive demonstration of overcoming Nintendo 64 hardware limitations to build an open-world engine.