Katina
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nakatija.bsky.social
Katina
@nakatija.bsky.social
💠Real-Time Graphics Engineer | Technical Artist
💠Building the Nakati64 Rendering Toolkit
💠VR engineer at Meta
💠Previous : Fortnite | Pacific Drive
💠Big fan of plants 🌿
Reposted by Katina
Ended up staying up all night, but now I've got a fancy graph editor plugin working in godot, pretty neat.
June 14, 2025 at 2:46 PM
Reposted by Katina
𝗦𝗘𝗔𝗧𝗧𝗟𝗘 𝗔𝗥𝗘𝗔 𝗣𝗥𝗢𝗧𝗘𝗦𝗧 𝗟𝗜𝗦𝗧 𝗳𝗼𝗿 **𝗝𝗨𝗡𝗘 𝟵-𝟭𝟱**
PLEASE SHARE WIDELY
Protests are listed by category:
𝗝𝗨𝗡𝗘 𝟭𝟰 𝗡𝗢 𝗞𝗜𝗡𝗚𝗦 𝗗𝗔𝗬, 𝗪𝗘𝗘𝗞𝗟𝗬, & 𝗕𝗔𝗡𝗡𝗘𝗥𝗜𝗡𝗚
And then by day of the week within each category
*****𝗦𝗔𝗧𝗨𝗥𝗗𝗔𝗬, 𝗝𝗨𝗡𝗘 𝟭𝟰 (1/24)
June 9, 2025 at 12:08 AM
I choose to believe the message of Clair Obscur is to never make an online game. Because someday you'll have to shut down the servers, and everyone is gonna be sad
June 10, 2025 at 3:29 PM
Reposted by Katina
I should have set up @nakatija.bsky.social's renderer awhile ago - took my scenes from odd lowpoly -> #n64 look and feel
March 7, 2025 at 6:31 AM
I feel like I can attribute much of my lasting brain damage to this
February 17, 2025 at 5:54 AM
My kit is almost fully platform-style ambidextrous now
January 19, 2025 at 4:54 AM
Here's a comparison of my geometry reconstruction methods, and how they handle affine interpolation. N64 using frustum based clip and fan, and PSX using frustum-agnostic proximity subdivision.
January 12, 2025 at 6:38 AM
I'm adding a new proximity subdivision option to my render kit. This can help reduce the nastiness of affine textures if you choose to use them.
January 3, 2025 at 10:14 PM
Reposted by Katina
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
December 5, 2024 at 10:12 PM
Reposted by Katina
Turns out she was tired but now she's rigged and tired, with a filter.

Using @nakatija.bsky.social's unity n64 rendering toolkit & #crocotile
November 24, 2024 at 5:44 AM
I've been playing the Silent Hill 2 Remake, and I really appreciate the bold decision to use a dirty bathroom as the title screen
November 5, 2024 at 5:00 AM
For anyone wondering why N64 games used texture filtering despite how blurry it made surfaces look, the alternative often produced a very sawtoothy effect due to low UV precision. It's worth noting that the PS1 would likely look the same if it managed to support perspective correction
November 2, 2024 at 3:09 AM
October 26, 2024 at 6:58 AM
October 4, 2024 at 3:23 AM
New updates to the Nakati64 Rendering Toolkit. We now have temporal accumulation blurring control. There's also support for 240i and 480i in addition to 240p output.
September 25, 2024 at 2:08 AM
A little side by side of using the Nakati64 Rendering Toolkit(NRTK) versus the default Unity pipeline/shaders - both at 240p. The most noticeable difference being the 3-point texture filtering. More subtly, you may notice the horizontal upscaling and dither-restore processing native to the n64.
August 7, 2024 at 5:05 AM
My N64 rendering toolkit is finally available on the Unity asset store. With this, you can create hardware-accurate retro games on modern systems.
assetstore.unity.com/packages/too...
Nakati64 Rendering Toolkit | Video | Unity Asset Store
Get the Nakati64 Rendering Toolkit package from NakatiRa and speed up your game development process. Find this & other Video options on the Unity Asset Store.
assetstore.unity.com
August 3, 2024 at 2:14 AM
Reposted by Katina
Been helping my friend @nakatija.bsky.social demo her n64 inspired exploration game today at ggc!
katinad.itch.io
October 7, 2023 at 9:58 PM