Live data from Hacker News

Picophysics: Single file physics for games on platforms like N64, PSX, DC

gitlab.com

1–10 of 25 posts

Re: Picophysics: Single file physics for games on platforms like N64, PSX, DC

#7
post #6
post #4

Earlier quoted context omitted.

The README is in the header file (picophysics.h)

why not in a readme

It's common enough to just copy single-file headers into a project. Now the docs come with it.

Re: Picophysics: Single file physics for games on platforms like N64, PSX, DC

#8
post #5

Everything being static inline makes it hostile to these older systems which have limited RAM. Use of float makes it unlikely that you’d run it on the PlayStation, which has no FPU.

Most of the older consoles don't have an FPU. Fixed point is king on those older systems.

Re: Picophysics: Single file physics for games on platforms like N64, PSX, DC

#9
post #8
post #5

Everything being static inline makes it hostile to these older systems which have limited RAM. Use of float makes it unlikely that you’d run it on the PlayStation, which has no FPU.

Most of the older consoles don't have an FPU. Fixed point is king on those older systems.

Only one of the consoles listed lacks an FPU, the other two (N64 and DreamCast) both have FPUs. Despite its age, the FPU on the N64 was plenty fast and it was used extensively.

Re: Picophysics: Single file physics for games on platforms like N64, PSX, DC

#10
post #7
post #6

Earlier quoted context omitted.

why not in a readme

It's common enough to just copy single-file headers into a project. Now the docs come with it.

Yeah I didn’t think twice about clicking the header to read the docs. Standard practice.
Post reply on HN