Live data from Hacker News

Show HN: Tiny PS1-like Renderer in 500 lines

github.com

21–30 of 47 posts

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#21
post #8

heh, I wrote an N64 one not too long ago with the exact same style: https://github.com/glouw/gel

Very nicely written. Glad you shared this here, and that it was mentioned in the README.md.

Edit: It looks like all of your C is actually very well written. What a pleasure to read!

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#23
post #8

heh, I wrote an N64 one not too long ago with the exact same style: https://github.com/glouw/gel

Very nicely written. Glad you shared this here, and that it was mentioned in the README.md. Edit: It looks like all of your C is actually very well written. What a pleasure to read!

Why thank you. They've all been passion projects and they were all published only after numerous rewrites. Roman2 ended up being the pinnacle of my work. I sadly don't know to work on next. Never thought I'd run out of ideas, but I guess turning 30 does that

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#25

Have PS1 triangular graphics made a retro resurgence yet? Because I'm so down for that.

Yes, very much so. Mostly for horror games, for some reason. https://www.nme.com/features/gaming-features/the-resurgence-... https://hauntedps1.itch.io/demodisc2021

Silent Hill inspired, I guess

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#26

Earlier quoted context omitted.

I did not notice. Neat. I appreciate the PS1 more. Remembering way back, N64 carts were 10 dollars or so more than PS1 discs, and as a result I had a stockpile of PS1 games. The texture popping of the PS1 I could never make sense of but it became an aesthetic of the era. Nice work OP, and thankyou for the credit

I know there’s another reply with videos here. I’m gonna put an explanation in text. The N64 had two things which made things smoother. It had sub-pixel precision for geometry after projection, and it had perspective-correct interpolation. This meant that moving objects looked smooth and didn’t “pop”. Games on the PS1 addressed the interpolation problem by subdividing, but you could sometimes see geometry suddenly mo…

I was also under the impression the PS1 only had integer precision? Would that contribute to the wobbling and popping?

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#27

would love to see this run inside a browser. how do you create ps1 texture and lo-poly models like this? I so badly want to create a PS1 style game in the browser. For lot of us, our childhood was defined by this console. N64 as well but just something about the PS1 graphic that really speaks to me. Anybody else feel the same?

No clue what people use today, but when I worked on a psx game 3D Studio Max was the the main choice, with Lightwave 3D having a lot of fans as well. Doing low poly modeling you basically just live between the edge split, rotate, merge, and vertex move tools, so it's incredibly important they have a low friction UI.

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#28

Earlier quoted context omitted.

Very nicely written. Glad you shared this here, and that it was mentioned in the README.md. Edit: It looks like all of your C is actually very well written. What a pleasure to read!

Why thank you. They've all been passion projects and they were all published only after numerous rewrites. Roman2 ended up being the pinnacle of my work. I sadly don't know to work on next. Never thought I'd run out of ideas, but I guess turning 30 does that

Dig for that crazy pile of N64 game ideas Kid You drew out and start hacking on one, now that you have the renderer!

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#29
This looks nice! Great work.

If anyone is interested in learning how graphics rendering works under the hood without too much scaffolding, there's a great course at https://pikuma.com/courses/learn-3d-computer-graphics-progra... (I'm no way associated with that website, just loved the course). That course starts from absolute basics: creating a colour buffer as in memory array and gradually covers lot of ground on 3D rendering: drawing pixels, lines, triangle fill rasterisation, texturing. The course uses minimal help: SDL is used for rendering on window and dynamic arrays are provided as a small C library. But everything else is coded from scratch in C by the instructor in the lecture, word by word.

Re: Show HN: Tiny PS1-like Renderer in 500 lines

#30

would love to see this run inside a browser. how do you create ps1 texture and lo-poly models like this? I so badly want to create a PS1 style game in the browser. For lot of us, our childhood was defined by this console. N64 as well but just something about the PS1 graphic that really speaks to me. Anybody else feel the same?

No clue what people use today, but when I worked on a psx game 3D Studio Max was the the main choice, with Lightwave 3D having a lot of fans as well. Doing low poly modeling you basically just live between the edge split, rotate, merge, and vertex move tools, so it's incredibly important they have a low friction UI.

omg what game
Post reply on HN