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  1. 2 weeks ago
    Anonymous

    autismcore video
    kinda kino

  2. 2 weeks ago
    Anonymous

    TELEPO'

    • 2 weeks ago
      Anonymous

      GWA HA HA HA
      THIS IS BOWSU' SPEAKIN' YOU'LL NEVUH PASS MOI TEST MARIO!

      • 2 weeks ago
        Anonymous

        The giant exagerated stereotype of let's plays?

    • 2 weeks ago
      Anonymous

      AN’ NOW MARYOH ‘AS THE POWAH TO TURN BACK TOIME

    • 2 weeks ago
      Anonymous

      That was a great teleport there, Mario.

  3. 2 weeks ago
    Anonymous

    Why didn't they just code the game better?

    • 2 weeks ago
      Anonymous

      N64 couldn't handle floats at acceptable speeds so they used integers

      • 2 weeks ago
        Anonymous

        Yes, but they could have cleaned up the levels with a few basic precautions. In fact, it's very likely that all the problems except those caused by mobile platforms could have been completely eliminated from the game if the level designers had taken more care when designing the geometry of the levels.
        But Mario 64 is such an amateur game, you can tell that the creators weren't very familiar with 3D tools. The levels look like the result of someone who doesn't know their way around a 3D program trying to tie up the loose ends of the models by brute force.

      • 2 weeks ago
        Anonymous

        I think the N64 probably could handle this if everything was floats, the problem is that they decided to compile the game on FRICKING O0, they didn't turn any compiler optimizations on because they had a bunch of undefined behavior that would cause the optimizer to break the game. Japanese programmers, man.

    • 2 weeks ago
      Anonymous

      more like
      >why didn't they code the console better
      the N64 is a piece of shit

      • 2 weeks ago
        Anonymous

        wobbling hands typed this post

        • 2 weeks ago
          Anonymous

          like the wobbling polygons that cause 90% of these invisible walls?

          • 2 weeks ago
            Anonymous

            The misaligned N64 polygons are VERY steady
            Wobbling polyons are on playstation

            • 2 weeks ago
              Anonymous

              The PS1's wobbling polygons are actually caused by the same sort of issue as SM64's invisible "walls"
              Since the PS1 represents real numbers using fixed-point, which is even less precise than floating-point, the polygons' vertices are being constantly rounded to the nearest representable position as the camera angle changes

    • 2 weeks ago
      Anonymous

      It was rushed like most Nintendo games from that time since they had to release in time to sell consoles. It's not much of any issue anymore because now they start development 5 years ahead of time.

      • 2 weeks ago
        Anonymous

        Easy to say now since we have better tech, early 90 tools were rough and optimization was premium, nearly everything had to be done by scratch.

    • 2 weeks ago
      Anonymous

      Nobody at Nintendo had experience programming a 3D platformer

      • 2 weeks ago
        Anonymous

        and they still don't! ahaha!

  4. 2 weeks ago
    Anonymous

    On the second side, the vertexes look like this, and so they also get overshadowed.
    On the third side the vertexes look like this...and so they also get overshadowed.
    On the fourth side...

    • 2 weeks ago
      Anonymous

      I swear at least 75% of the information is explaining the same concepts over and over and over again. Could've probably explained all topics within 30-40 minutes.

      • 2 weeks ago
        Anonymous

        >grounds floors and ceilings are defined by face normals(angle of polygons)
        >mario can only exist where there's a ground underneath(a huge invisible ground exists underneath every open level you can fall to your death) otherwise mario gets blocked(aka invisible wall)
        >some geometry in the game is slightly missaligned because it's clamped at integer values instead of float(floats are gigantic numbers and integers are smaller and faster to calculate) and this causes invisible wall gaps everywhere where the bad angles dont cover the ground

        did i cover everything? i forgot most of the video already

        • 2 weeks ago
          Anonymous

          watch the video again
          >floors, ceilings and walls are triangles not polygons
          >not really a 'ground' more like any space above/below that isn't occupied by floor or ceiling is considered 'out of bounds', think boolean modelling
          >integers and floats are comparable in size and processing them with some operations but floats are usually 32-bit and shorts are 16-bit instead of the usual integer that is 32-bit

          • 2 weeks ago
            Anonymous

            Kind of.
            >the way collision boxes for ceilings and OoBs work is that they extend upward infinitely upward unless they intercept a floor collision box
            >sometimes, level geometry can be misaligned in such a way that causes some of these boxes to "leak out" in thin, narrow columns which, depending on how unlucky you are, mario's collision could step right over, allowing you to pass right through, or could intercept, causing you to bonk into a seemingly random invisible wall.

            Don't forget some sections of floors not working since the vertex of certain floors are higher than others causing downwarps and leaking ceilings

        • 2 weeks ago
          Anonymous

          Kind of.
          >the way collision boxes for ceilings and OoBs work is that they extend upward infinitely upward unless they intercept a floor collision box
          >sometimes, level geometry can be misaligned in such a way that causes some of these boxes to "leak out" in thin, narrow columns which, depending on how unlucky you are, mario's collision could step right over, allowing you to pass right through, or could intercept, causing you to bonk into a seemingly random invisible wall.

        • 2 weeks ago
          Anonymous

          The differences between Ceilings and OoB are kind of important.

          • 2 weeks ago
            Anonymous

            One thing that puzzles me is, can you be possibly insta-killed by OoB leaks?

            • 2 weeks ago
              Anonymous

              If you get pushed into it yes
              The video shows a moving platform causing an OoB leak to enter Mario's space and it instakills him as well

            • 2 weeks ago
              Anonymous

              there's a clip of that happening in the video dummy

            • 2 weeks ago
              Anonymous

              the video goes over this but most of the time no, because OoB blocks any and all movement into it, and has failsafes when mario would still somehow be forced into it
              however in the very rare case when an OoB zone changes due to shifting floor geometry, there is a chance that a location mario was on becomes an OoB zone afterwards which will kill him

            • 2 weeks ago
              Anonymous

              Yes, there's an example in the video in Snowman's Land that

              references

      • 2 weeks ago
        Anonymous

        You forgot about the 9th invisible wall case wherein a Mario from a different parallel universe (PU) becomes quantum entangled with your Mario and bonks a wall causing your Mario to bonk on nothing

      • 2 weeks ago
        Anonymous

        That was the worst part of the video, he really didn't need to do that.

        This was him just being a dick lol

        If you watched the first 2 and a half hours you might as well give up pretenses of normalcy by the time this rolls around.

        >NNNNNNOOOOOOO! HE'S BEING THOROUGH!!!! IT'S DISTRACTING ME FROM SUBWAY SURFER!!!!!!!
        zoomers i swear to god

        • 2 weeks ago
          Anonymous

          There's "being thorough", and then there's repeating the same information because you need to write a 10 page essay that's due by tomorrow but you only have 3 pages down.
          "I would've written a shorter letter, but I did not have the time."

          • 2 weeks ago
            Anonymous

            I think it's because he intended for the video to be a reference when it comes to invisible walls. It's what a written article on a fan wiki or forum would look like. When you stumble upon an invisible wall, the idea is that you can come to the video and find that exact wall and floor triangles
            Thing is, this is not a written article. Although it benefits GREATLY from the visuals, the price paid was those somewhat redundant bits

        • 2 weeks ago
          Anonymous

          >AAAAAAAAAAAAAAAAAAAAAAAA WHAT DO YOU MEAN YOU DON'T WANNA HEAR HIM REPEAT HIMSELF 500 TIMES?!?! ZOOMERS ZOOMER ZOOMERS SUBWAY SURFER FORTNITE FAMILY GUY FUNNY MOMENTS SKIBIDI RIZZ IN OHIO
          Fricking shut up you waste of air.

      • 2 weeks ago
        Anonymous

        I really love how needlessly over explained it is, like I'm ever gonna sit down and study Mario 64 for a thesis or something or speedrun it.

        The video was way too long with way too little information with it. It could have been condensed into 45 minutes, 4 hours is ludicrously fricking long.

        The guy really needs an editor (or a better one) to fricking condense that shit, now I know why editors are heavily sought after after that.

        It's funny to hear this opinion, because while I agree, I also weirdly enough 100% contained all the information. I've occasionally tried to read condensed attempts before even watching the video and just glazed over it. It feels like a blessing and a curse to have it this overexplained, it reiterates the concepts but shows nothing but new applications and examples so it can never get confusing.

      • 2 weeks ago
        Anonymous

        really his entire channel could be condensed to
        >truncating floats bad

        • 2 weeks ago
          Anonymous

          I thought the real problem were the indefinitely expanding hitboxes. Limiting them to a reasonable height would solve the issue without needing to use floats for everything (which might not be possible)

    • 2 weeks ago
      Anonymous

      That was the worst part of the video, he really didn't need to do that.

    • 2 weeks ago
      Anonymous

      This was him just being a dick lol

    • 2 weeks ago
      Anonymous

      If you watched the first 2 and a half hours you might as well give up pretenses of normalcy by the time this rolls around.

    • 2 weeks ago
      Anonymous

      I'll admit I failed the test somewhere around here and had to skip to the next section because the repetition was too grating

    • 2 weeks ago
      Anonymous

      Repetition aside, it was cool seeing where he was going with it. I had no idea that any of those triangles would have a difference, let alone one that effectively breaks collision

  5. 2 weeks ago
    Anonymous

    The orange vertex is slightly higher than the blue vertex

  6. 2 weeks ago
    Anonymous

    BUT THIS FLOOR IS ACTUALLY A CEILING THAT ACTS LIKE A WALL, SO WE'LL JUST CALL THIS A FLOOR WALL CEILING. NOW, IF WE LOOK AT THE GRID

  7. 2 weeks ago
    Anonymous

    I watched all 3 hours and 45 minutes of it and I will never use this knowledge because I've never played SM64

    • 2 weeks ago
      Anonymous

      there's probably a total of 5 people in the world that'll ever use the knowledge presented in the video, yet it has 1.1 million views
      such is the power of pannenkoek

      • 2 weeks ago
        Anonymous

        I will use this knowledge to stand inside a crystal in BitDW because it looks funny

  8. 2 weeks ago
    Anonymous

    i need a super cut of all the runners fricking up
    not because it's funny to watch them get mad but it's satisfying to watch their confusion and lack of understanding at something i am now an expert on

    • 2 weeks ago
      Anonymous

      >"theres no way theres an invisible wall"
      >immediately bonks
      >falls an eternity to the bottom of the level
      >immediately hits another invisible wall and falls to his death
      The comedic timing is perfect

      • 2 weeks ago
        Anonymous

        >the part where one guy gets crush combo'd to death by invisible walls

        • 2 weeks ago
          Anonymous
          • 2 weeks ago
            Anonymous

            perfect

          • 2 weeks ago
            Anonymous

            i was referring more to 3:28:35 in the vid, but this is also funny as shit

            • 2 weeks ago
              Anonymous

              >The music suddenly distorting as Mario gets repeatedly crushed by forces beyond his comprehension

          • 2 weeks ago
            Anonymous
          • 2 weeks ago
            Anonymous

            >the part where one guy gets crush combo'd to death by invisible walls

            such is life in the zone

          • 2 weeks ago
            Anonymous

            Why does he remove the hat?

            • 2 weeks ago
              Anonymous

              watch the video niggy we've been over this

              • 2 weeks ago
                Anonymous

                I know he remove the hate every frame's, I'm asking why

              • 2 weeks ago
                Anonymous

                why? because he can. who's going to stop him?

              • 2 weeks ago
                Anonymous

                Because why wouldn't the natural state of Mario to be hatless?
                It's a hat

              • 2 weeks ago
                Anonymous

                You can't kill a man without removing his hat outta respect. That is why the game removes the hat before the check if it wants to kill Mario or not

              • 2 weeks ago
                Anonymous

                this
                it's just good manners to take off a man's hat before you kill him
                give him that dignity at least

          • 2 weeks ago
            Anonymous

            Deep..

          • 2 weeks ago
            Anonymous

            That’s beautiful man.

        • 2 weeks ago
          Anonymous

          >That dude that gets clotheslined by the skull box invisiwall

        • 2 weeks ago
          Anonymous

          >"theres no way theres an invisible wall"
          >immediately bonks
          >falls an eternity to the bottom of the level
          >immediately hits another invisible wall and falls to his death
          The comedic timing is perfect

          >mfw Liam losing a WR pace run by eating shit on the mushroom invisible wall in TTM
          man I wish I had seen that live

          • 2 weeks ago
            Anonymous

            >if he just aimed right slightly there would be no wall

  9. 2 weeks ago
    Anonymous

    blindfolded runs are better.

  10. 2 weeks ago
    Anonymous

    I never experienced these invisible walls at all. Not once. This is just three hours of gaslighting.

    • 2 weeks ago
      Anonymous

      literally the easiest one to interact with early on is the small stairs next to the bridge in bob omb battlefield
      just long jump along the cliff next to it and you'll bonk most of the time

    • 2 weeks ago
      Anonymous

      Me either but I tried some out after watching the video and they're so easy to bump into.

    • 2 weeks ago
      Anonymous

      I've run into a ton of them and I've only played casually. Half of the video for me was being like "oh yeah shit I've hit this one before". I honestly thought before the vid the bonking could happen anywhere so I was surprised what the actual cause was.

    • 2 weeks ago
      Anonymous

      >never experienced these once
      >play again after seeing the video
      >hit at least 4 of them
      What kind of black magic is this?

      • 2 weeks ago
        Anonymous

        baader meinhof effect

    • 2 weeks ago
      Anonymous

      I know I've hit some of the invisible walls around here several times.

    • 2 weeks ago
      Anonymous

      have you even played the game? its hard to not encounter at least 1 in an entire playthrough (70 stars)

      • 2 weeks ago
        Anonymous

        Almost all of these walls are in places the game never expects you to cross/jump, so it makes sense that most people don't experience them, and if they did, they would not attribute it to an invisible wall necessarily as most of them are not always repeatable

        • 2 weeks ago
          Anonymous

          I remember hitting several of them in different early levels I tried to power though it but it pissed me off so much I just dropped the game.
          I played it in the early 00s when there were way better games I guess it was differently for people who played it in the 90s

  11. 2 weeks ago
    Anonymous

    I really love how needlessly over explained it is, like I'm ever gonna sit down and study Mario 64 for a thesis or something or speedrun it.

  12. 2 weeks ago
    Anonymous

    >mfw I never noticed these walls in 30 years and just assumed it was bugged or crap collision
    >mfw I am now paranoid about bonking into invisible walls

    • 2 weeks ago
      Anonymous

      well now you know where they all are

      • 2 weeks ago
        Anonymous

        Just memorize all the invisible wall locations, there's not that many

        • 2 weeks ago
          Anonymous

          >Laughs in TTC

    • 2 weeks ago
      Anonymous

      they're in real life too, watch out

  13. 2 weeks ago
    Anonymous

    The video was way too long with way too little information with it. It could have been condensed into 45 minutes, 4 hours is ludicrously fricking long.

    • 2 weeks ago
      Anonymous

      The guy really needs an editor (or a better one) to fricking condense that shit, now I know why editors are heavily sought after after that.

      • 2 weeks ago
        Anonymous

        You really didnt need to add the "...after that" part at the end.

        That will be $579.99 plus tax, plus tip. Thanks for your business.

    • 2 weeks ago
      Anonymous

      The length of the video is for memes.

    • 2 weeks ago
      Anonymous

      >He watches videos at 1x speed

      • 2 weeks ago
        Anonymous

        this. If you don't slow it down to 0.25 or at least 0.5 you can't say that you really watched the video

    • 2 weeks ago
      Anonymous

      >I'm going to color this region red, and this region blue. By looking at these two regions, you may notice that they are two distinct colors. This is done to differentiate these two regions, so that you'll be able to tell them apart. Now, for this third region, I'm going to color this green. It's important to note that even though this region is colored green, when viewed in game it is not visible at all. In fact, all of the colors I'm using in this example are simply to help visualize concepts which aren't normally viewable when playing the game normally. I have also chosen to use green, as opposed to yellow, because before I already used yellow for a different concept 17 minutes ago. Now what do these regions mean? To answer that, first we need to talk about something else for 32 minutes.

  14. 2 weeks ago
    Anonymous

    Addah happy face.

    • 2 weeks ago
      Anonymous

      And don't forget to add an ANGRY FACE during the single instance out of bounds leaks out. And repeat for ceiling too.

  15. 2 weeks ago
    Anonymous

    after watching this I never wanna hear how sonic adventure on the Dreamcast is a broken glitchy mess ever again

    • 2 weeks ago
      Anonymous

      >Glitches in SM64
      >Happens so rarely nobody really looked into it deeply
      >Glitches in Sonic Adventure
      >Game is so broken the most infamous bug occurs in the first level

      • 2 weeks ago
        Anonymous

        >the most infamous bug occurs in the first level
        exposed yourself as a gamecube kiddie, lmao

      • 2 weeks ago
        Anonymous

        >On the Dreamcast
        Broken ports don't count

      • 2 weeks ago
        Anonymous

        >Glitches in SM64
        >Happens so rarely...
        you look at Tick Tock Clock and tell me that with a straight face, Miyamoto
        look at what you did

      • 2 weeks ago
        Anonymous

        >>Game is so broken the most infamous bug occurs in the first level
        Only in the director's cut re-release to be fair.

    • 2 weeks ago
      Anonymous

      Actually what is the glitchier mess?
      OoT or SA1?

      • 2 weeks ago
        Anonymous

        SA1 and it isn't even close

  16. 2 weeks ago
    Anonymous

    Does SM64Plus fixes this issues, or do they intent to fix it?
    I don't think I'll ever be able to replay this game again if these walls continue to exist, I'll simply be to overwhelmed by anxiety

  17. 2 weeks ago
    Anonymous

    WE'LL GIVE THIS A HAPPY FACE
    THIS ALSO GETS A HAPPY FACE

    • 2 weeks ago
      Anonymous

      :3

  18. 2 weeks ago
    Anonymous

    Is there any explanation why Mario sometimes goes crazy when he stands on the edge of a platform, and he goes into a loop where he starts to fall off and back onto the platform? This was by far the bug that bothered me the most in the game and it happens all the time. It's extremely annoying.

    • 2 weeks ago
      Anonymous

      Probably just rounding errors.

    • 2 weeks ago
      Anonymous

      I like that glitch, it gives you the opportunity to sing Goldfinger's Superman

  19. 2 weeks ago
    Anonymous

    SQUISH PUSH

  20. 2 weeks ago
    Anonymous

    Gotta say I love how TTC is an infuriating level from a noob who knows nothing to a pro who has studied the level extensively.

    • 2 weeks ago
      Anonymous

      Tick Tock Clock suffering and hate is a universal constant like death and taxes

  21. 2 weeks ago
    Anonymous

    you need to relocate your home to the death barrier

  22. 2 weeks ago
    Anonymous

    i like TTC

    • 2 weeks ago
      Anonymous

      Why?

      • 2 weeks ago
        Anonymous

        i like climbing things straight up and being able to look down to see how high you've climbed
        it's also just a lot of very tight platforming very close together, and you can mitigate mistakes sometimes

    • 2 weeks ago
      Anonymous

      Same. It's a very satisfying level to navigate once you learn the layout.

  23. 2 weeks ago
    Anonymous

    >After all, it's not that we love this game despite its glitches, we love the whole thing. Glitches and all
    Truly pannenkino of the highest caliber

  24. 2 weeks ago
    Anonymous

    Why didn't they just give walls the ability to stop both ceiling and OOB from going through it? That'd solve a good 50% of the invisible walls from existing at minimum.

    • 2 weeks ago
      Anonymous

      Because that would make the computational requirements of walls exponentially higher.

      Hitboxes in 64 are incredibly simple, while everyone with a brain was saying "here's a box, does it collide with this box?" Nintendo were saying "here's a point, does it touch this line?". Which is what lead to the whole moronation of having surfaces having extending planes behind them in the first place to try and catch you if your point was moving too fast.

      • 2 weeks ago
        Anonymous

        Hitbox detection, otherwise known as AABB or OBB is quite simple. Responding to the collision detrction is very difficult and can be expensive. When the players AABB collides with another collision box (AABB or OBB), you need to reposition the player so he no longer clips or collides with the objects surface(s). This would typically involve multiple line-point tests on each edge of the box or SAT tests in order to calculate an appropriate position to move the player to. This problem is magnified x times if you have non-primative geometry. There are fast and viable solutions to this problem, but remember that this game was made in the mid 90s where they had basically no experience with true 3d engines. t. game developer who has been working on collision detection and response routines for the past 3 years.

        • 2 weeks ago
          Anonymous

          But what if you're doing ABC?

  25. 2 weeks ago
    Anonymous

    Why does he sound even more autistic now than in earlier videos

    • 2 weeks ago
      Anonymous

      his power level increased tenfold

    • 2 weeks ago
      Anonymous

      Embracing his true self, no longer concerned with trying to appease normies.

      • 2 weeks ago
        Anonymous

        More like he doesn't want to work any more and he wants to grift off of the unwanted fanbase he was embarrassed of back in 2015 post WfRR0.5X so he's leaning into it.

        On the second side, the vertexes look like this, and so they also get overshadowed.
        On the third side the vertexes look like this...and so they also get overshadowed.
        On the fourth side...

        Segments like what anon posted and the VCutM ramp platforms are him pandering to the crowd. Also epic callouts like (P)ositional (U)nits and "first we need to talk about" Xd so epic

  26. 2 weeks ago
    Anonymous

    Reminder Pan supports trannies and uses their pronouns.

    • 2 weeks ago
      Anonymous

      reminder that you're a failed normalgay and you'll never be loved

      • 2 weeks ago
        Anonymous

        It's interesting that bootlickers say stuff like this, because it implies that to them being unloved is a universal enough experience that if you accuse someone of it, it has a reasonable chance of being true. That's more of a problem in your camp than in the other part of humanity who are capable of being honest with one another and themselves

    • 2 weeks ago
      Anonymous

      He's an autistic speedrunner whose special interest is Mario 64.
      I'll give him a break

  27. 2 weeks ago
    Anonymous

    I Play The Ds version

  28. 2 weeks ago
    Anonymous

    This guy is the prime example of autism power

    Imagine if he worked on some game company

    • 2 weeks ago
      Anonymous

      He did the multiverses video when he was an undergraduate comp sci student. Sure he is either working for a company or doing a PhD right now. And he's not an autist compared with the hardcore math PhDs I know IRL.

      He just modded the game to highlight where the walls were right?
      He didn't edit literally every frame of video to accurately show invisible wall positions right?

      Don't be silly, TAS tools exist

  29. 2 weeks ago
    Anonymous

    I love this experimental phase of videogames and the shit it produced. The little hacks, the little pieces of code that don't work quite right mwah.
    Meanwhile most devs plug and play with engines which causes a different set of problems but aren't as fun to learn about like these old ones.

  30. 2 weeks ago
    Anonymous

    how were you suppose to know?

  31. 2 weeks ago
    Anonymous

    Just FYI this stuff happens IRL too. Yesterday while getting groceries I stubbed my toe on an invisible wall while stepping off the sidewalk. Fricking construction workers didn't align the sidewalk vertices properly.
    Be careful out there.

  32. 2 weeks ago
    Anonymous

    Way to just take the mythical mystery out of the game with mathematic autism. I used to think invisible walls was just like an act of god, not understandable for mortal minds. Turns out it was just Miyamoto can't code for shit.

  33. 2 weeks ago
    Anonymous

    He just modded the game to highlight where the walls were right?
    He didn't edit literally every frame of video to accurately show invisible wall positions right?

  34. 2 weeks ago
    Anonymous

    That was a very good video and I am glad that guy is still around.

  35. 2 weeks ago
    Anonymous

    but why did they program mario to take his hat off all the time

    • 2 weeks ago
      Anonymous

      Presumably to check if he had the wing cap or not.

  36. 2 weeks ago
    Anonycdmous

    he's dedicated.

  37. 2 weeks ago
    Anonymous

    https://www.youtube.com/shorts/KPukj2_m6qI

    • 2 weeks ago
      Anonymous

      He has truly fallen to madness and sadism.

    • 2 weeks ago
      Anonymous

      man I did not expect him to start doing shit like this after people memeing the watch for rolling rocks one made him not do another voiced video for like 5 years

  38. 2 weeks ago
    Anonymous

    >tfw didn't study for the exam

  39. 2 weeks ago
    Anonymous

    link to video?

    • 2 weeks ago
      Anonymous
      • 2 weeks ago
        Anonymous

        how nostalgic

  40. 2 weeks ago
    Anonymous

    >That kid who squish cancelled onto the death floor
    Poor kid.

    • 2 weeks ago
      Anonymous

      >that kid who clipped out of bounds while jumping rope and just keeled over dead

      • 2 weeks ago
        Anonymous

        >also for some reason his hat just vanished

      • 2 weeks ago
        Anonymous

        >that kid who hit the invisible wall on the playground slide and got stuck in the sliding animation and all he could do is wiggle around the top half of his body

        • 2 weeks ago
          Anonymous

          >that kid that would show off by downwarping to each floor instead of just using the fricking stairs

          • 2 weeks ago
            Anonymous

            >that kid that would always just drop down from the middle of the monkey bars
            this whole time I thought he was just a weak ass pussy that couldn't get across. now I know it was because of invisible walls. I'm sorry, that kid.

  41. 2 weeks ago
    Anonymous

    Mario if he cone

  42. 2 weeks ago
    Anonymous

    they should release a version of the game where all invis walls are visible to players so speedrunners can practice with it

  43. 2 weeks ago
    Anonymous

    Waaay too many A Presses in this video. Pannen has gone backwards.

  44. 2 weeks ago
    Anonymous

    Has Pannen ever explained how SM64's broadphase works? How does the game decide which triangles to do collision checks against, and which to skip?

    • 2 weeks ago
      Anonymous

      He explained how collision between entities worked in a video.
      I don't think he's gone over environment broad-phasing in full detail, but bits and pieces of it at a time.
      All entities use a single point for environment collision (implied in all his videos but people still fail to process it).
      The map is split into 16x16 chunks, only triangles in the whatever chunk the entity is are checked.
      For each chunk, walls, floors, and ceilings are placed in their own respective linked lists. Floors and ceilings are ordered by the height of their first vertex in the level (Explained in the video), while walls are unordered.
      Panen actually goes over how floor collision is done in the video, it can be sort of visualized as the game casting a ray down from Mario's position, but that's not what's really happening (he goes over the real algorithm in the video). Ceiling collisions are the same but in the opposite direction. For walls there are no fancy algorithm, the game just iterates through them all.

      Pic related is the bit of code in the ceiling collision routine that's responsible for all this drama.

      • 2 weeks ago
        Anonymous

        >what pannen calls "floor overshadowing" in the video is really called "surface cucking"
        kek

        • 2 weeks ago
          Anonymous

          The decompilers were incredibly mentally ill.

  45. 2 weeks ago
    Anonymous

    Are these all just bot posts?
    Why is everyone saying "the video the video" yet no source?

    • 2 weeks ago
      Anonymous
  46. 2 weeks ago
    Anonymous

    Lurk moar newbie

  47. 2 weeks ago
    Anonymous

    How does the game even process collision on a per pixel basis, anyway? It's kind of mind blowing that the out of bounds wall goes through single pixel gaps in the geometry.

    • 2 weeks ago
      Anonymous

      The pixels and hitboxes are an abstraction. I imagine it works something like this:
      >for each floor and ceiling triangle, use 2D "pixel" coordinates to quickly guess if Mario is above/below it
      >if he is, calculate the height that'd make Mario coplanar with the triangle
      >store the highest ceiling and floor heights that are below Mario
      >if ceiling > floor, Mario's moved inside a ceiling
      >bonk
      Hopefully that makes sense?

  48. 2 weeks ago
    Anonymous

    Pans autism could propel mankind into the space age if hideo Kojima didn't make Mario 64

    • 2 weeks ago
      Anonymous

      Nah, if not Mario it'd just be Bubsy or some shit.

      • 2 weeks ago
        Anonymous

        a video on invisible walls in Bubsy 3d would be about 18 hours long

      • 2 weeks ago
        Anonymous

        Imagine if he was a sonic gay.

  49. 2 weeks ago
    Anonymous

    Am I tripping or is that distorted banjo kazooie music in the background

  50. 2 weeks ago
    Anonymous

    I've never even played m64 but this video was kino

  51. 2 weeks ago
    Anonymous

    The speedrunners saying "invis wall" gets on my nerves. Please use complete words.

    • 2 weeks ago
      Anonymous

      >The speedr
      There
      Theres your problem

  52. 2 weeks ago
    Anonymous

    >when you thought thought parallel universes and half-a presses were the peak of Mario 64 autism, but Pannenkino decides to drag you even further into the abyss

  53. 2 weeks ago
    Anonymous

    he said it took 10 months to make the video, which was about 2% of his life, which means he's somewhere around 40-41 years old

    • 2 weeks ago
      Anonymous

      he was born in '94 meaning he's 30 now, newbie

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