PSX Physics

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twinspectre
Interested PSXDEV User
Interested PSXDEV User
Posts: 8
Joined: January 23rd, 2017, 8:47 am

PSX Physics

Post by twinspectre » December 22nd, 2020, 5:48 am

Hi, I always wondered if the PSX/PS1 supported physics. Sorry if this has been asked before.

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Shadow
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PlayStation Model: H2000/5502

Re: PSX Physics

Post by Shadow » December 26th, 2020, 2:33 am

It can of course if coded correctly, but it would be slow. Also, there is no FPU so everything would be fixed point integer math. You can emulate the FPU in software, but again, it's slow so it wouldn't be a good idea.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

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twinspectre
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Joined: January 23rd, 2017, 8:47 am

Re: PSX Physics

Post by twinspectre » December 27th, 2020, 9:52 am

Shadow wrote:
December 26th, 2020, 2:33 am
It can of course if coded correctly, but it would be slow. Also, there is no FPU so everything would be fixed point integer math. You can emulate the FPU in software, but again, it's slow so it wouldn't be a good idea.
Thanks for the clear answer 8-)

Xavi92
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Re: PSX Physics

Post by Xavi92 » December 31st, 2020, 11:39 am

IMHO it depends entirely on how complex the physics are and a lot of other factors e.g.: game logic, code optimization, GPU performance, etc. When we wrote Deathball, we implemented circle-to-circle collision, circle-to-polygon collision, gravity and bouncing using fixed-point arithmetic and the game neatly ran at 50 FPS in its PAL version.

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