PSX Physics

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twinspectre
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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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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.
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twinspectre
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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-)

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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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