Linked in the README is the article this is probably based on, which explains the rendering for a PS1 and why it has certain behaviors, it's a great article: https://www.david-colson.com/2021/11/30/ps1-style-renderer.h...
Show HN: Tiny PS1-like Renderer in 500 lines
41–47 of 47 posts
Re: Show HN: Tiny PS1-like Renderer in 500 lines
#42Love the project and the spirit of it. Brings be back to playing FFT. Question to all C/C++ programmers out there. Why are your variables so terse? I have no idea what td and dt mean and why they are both in the same function. I'm genuinely trying to read your code and have no idea what is happening because there is seemingly a desire by the author to keep variables as short as possible. Why?
Re: Show HN: Tiny PS1-like Renderer in 500 lines
#43Earlier quoted context omitted.
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
Interestingly enough the renderer was up and running. It was a lot more limited in triangle count than the PC version, hence a lot of fiddling with models.
In any case, the project fell apart for the usual disorganized management reasons.
Re: Show HN: Tiny PS1-like Renderer in 500 lines
#44Earlier quoted context omitted.
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
#45Re: Show HN: Tiny PS1-like Renderer in 500 lines
#46Have 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
Re: Show HN: Tiny PS1-like Renderer in 500 lines
#47Love the project and the spirit of it. Brings be back to playing FFT. Question to all C/C++ programmers out there. Why are your variables so terse? I have no idea what td and dt mean and why they are both in the same function. I'm genuinely trying to read your code and have no idea what is happening because there is seemingly a desire by the author to keep variables as short as possible. Why?
Don’t go to ShaderToy. You will find a really cool shader and then be disappointed when the code is incomprehensible because whoever wrote it want used one letter variables (starting alphabetically! So x, y, and x coordinates might not even be “x, y, z” but “o, p, q”).