Additive Blending on the Nintendo 64

217 · · May 4, 2026, 4:45 p.m.
Summary
The blog post discusses the technical details and challenges of implementing additive blending for effects on the Nintendo 64 compared to the PlayStation. It explains how the N64's graphics architecture handles blending, the problems encountered with color clamping, and offers an innovative approach to achieve better visual results using a 32-bit buffer to avoid color wrap-around. The author shares personal insights from their development experience and discusses optimization strategies for real-time rendering in the N64 environment.