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Temple Maker 64 DemoEventsBetter-looking, faster-loading Temples - 0.0.16 update
In-game event

Better-looking, faster-loading Temples - 0.0.16 update

Temple Maker 64 Demo · published 10 Jun 2026, 11:47 UTC · build 23154360

All eventsPlayers around this dateRead on Steam

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

More from Temple Maker 64 Demo

Other announcements

All events
Temple Maker 64 DemoGame update31 Aug 2026Balancing the Imperator + Additional Fixes - Version 0.2.2Hello Temple Makers! I present a first update aimed at balancing the gameplay around the Imperator enemy. Allow me to present the changes I made to its behaviour: Summary of the changes · The shield is now effective against the Imperator's attacks. This change is a counter-measure to the fact that the Imperator's attacks proved too punishing for the average player. If the Imperator blocks your…Temple Maker 64 DemoGame update28 Aug 2026Various Fixes - Version 0.2.1Here's an early patch with various fixes for bugs that were reported following yesterday's update! Changelog · Fixed ledge with decorative tiles being unclimbable · Fixed ladders with decorative tiles at the top being unclimbable · Fixed pots not depressing floor switches · Fixed boomerang targets not being cleared on room change · Fixed Quick Spin getting stuck, or being unattainable while pla…In-game event27 Aug 2026The Combat Update - Version 0.2.0Hello dear Temple Makers, allow me to present the biggest update to date! Check out some of the new features in this update: Introducing the Imperator The Imperator is a reptilian creature with a two-handed longsword that will attack you on sight. It moves fast , so escaping it is difficult. Unless you time it right, it will parry most of your attacks and retaliate immediately. Given the range…