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Steam News10 June 202623d ago

Better-looking, faster-loading Temples - 0.0.16 update

In this new update, major changes were made in the way temples are shaded. It might not seem like much, but it should in fact optimise very large temples and get rid of the remaining lag spikes you may encounter.

In this update5

Full notes

Full Temple Maker 64 update

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What changed

4 fixes10 additions1 change0 removals
  • Performance
  • Gameplay
  • Fixes
addedIn this new update, major changes were made in the way temples are shaded. It might not seem like much, but it should in fact optimise very large temples and get rid of the remaining lag spikes you may encounter. Here's a breakdown.
changedWhat's AO, anywayIn the previous version of the game, I used a highly convoluted approach to generate AO which was laggy, and created a lot of flickering (called Z-fighting) and other shading issues. Here is an example of what I'm talking about:
addedThe new approachI'll spare you the technical details, but for this update I took a completely different approach. This approach is faster , more stable , and most importantly it gets rid of all those ugly artifacts! Here's the same location with the new approach:
addedNew objects to place: the corner slope, half walls, and arrow signs!Builders enjoying decoration and complex room design will be pleased. This update now includes the brand new corner slope , which you can use to close up slope loops! Here's a demo showcasing it, as well as the arrow sign :
addedLast but not leastOn rare occasions, some people would experience silent save fails. Temples would not be saved, and you would lose work as a result. This update addresses this issue , and everything should be back to normal. If you were affected, you can now relax!
addedChangesAdded corner slope object

Temple Maker 64 changes

addedIn this new update, major changes were made in the way temples are shaded. It might not seem like much, but it should in fact optimise very large temples and get rid of the remaining lag spikes you may encounter. Here's a breakdown.
changedIn the previous version of the game, I used a highly convoluted approach to generate AO which was laggy, and created a lot of flickering (called Z-fighting) and other shading issues. Here is an example of what I'm talking about:
addedI'll spare you the technical details, but for this update I took a completely different approach. This approach is faster , more stable , and most importantly it gets rid of all those ugly artifacts! Here's the same location with the new approach:
addedBuilders enjoying decoration and complex room design will be pleased. This update now includes the brand new corner slope , which you can use to close up slope loops! Here's a demo showcasing it, as well as the arrow sign :
addedOn rare occasions, some people would experience silent save fails. Temples would not be saved, and you would lose work as a result. This update addresses this issue , and everything should be back to normal. If you were affected, you can now relax!

In this new update, major changes were made in the way temples are shaded. It might not seem like much, but it should in fact optimise very large temples and get rid of the remaining lag spikes you may encounter. Here's a breakdown.

Introducing a shiny, brand new AO algorithm

What's AO, anyway

AO stands for Ambient Occlusion, and it corresponds to the darker shading that you can see along the corners of the rooms. In the N64 days, this shading was achieved by colouring the models beforehand. But in the case of Temple Maker 64, it has to be done procedurally.

In the previous version of the game, I used a highly convoluted approach to generate AO which was laggy, and created a lot of flickering (called Z-fighting) and other shading issues. Here is an example of what I'm talking about:

The new approach

I'll spare you the technical details, but for this update I took a completely different approach. This approach is faster, more stable, and most importantly it gets rid of all those ugly artifacts! Here's the same location with the new approach:

New objects to place: the corner slope, half walls, and arrow signs!

Builders enjoying decoration and complex room design will be pleased. This update now includes the brand new corner slope, which you can use to close up slope loops! Here's a demo showcasing it, as well as the arrow sign:

Are those new floor tiles?

Keen eye! There is indeed one additional object in this update: the alternative tile! Behind that unimaginative name is another kind of tile which allows you to change the appearance of the floors, walls, and ceiling, not unlike the already-existing ornamental tile. Here's what the alternative tile looks like with the Verdant Cavern environment!

Last but not least

On rare occasions, some people would experience silent save fails. Temples would not be saved, and you would lose work as a result. This update addresses this issue, and everything should be back to normal. If you were affected, you can now relax!

Full changelog

Changes

  • Added corner slope object

  • Added half wall object

  • Added alternative tile object

  • Added arrow sign object

  • Added new and more optimised AO algorithm

  • Added temple and author names to main menu

Bugfixes

  • Fixed flickering (z-fighting) and visual glitches

  • Fixed silent save fails

  • Fixed export-related issues

  • Fixed bottom right handle erroneously appearing when moving the Entry Point around

Source

Steam News / 10 June 2026

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