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PSX Physics
Posted: December 22nd, 2020, 5:48 am
by twinspectre
Hi, I always wondered if the PSX/PS1 supported physics. Sorry if this has been asked before.
Re: PSX Physics
Posted: December 26th, 2020, 2:33 am
by Administrator
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.
Re: PSX Physics
Posted: December 27th, 2020, 9:52 am
by twinspectre
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

Re: PSX Physics
Posted: December 31st, 2020, 11:39 am
by Xavi92
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.