10 comments

  • klodolph 4 hours ago

    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.

    • ColdStream 12 minutes ago

      I was going to say, even the readme file only mentions N64 and DC.

    • aaaronic 2 hours ago

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

      • klodolph an hour ago

        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.

  • iamcoder18 4 hours ago

    It's hand written and should also work on microcontrollers like ESP32s or Pi Pico 2. Have you tried anything like that yet?

    The Pico in particular has enough RAM and supports floating point math.

  • Attummm 4 hours ago

    Sounds interesting, but there isn't any description or readme to go by.

    • bouchard 4 hours ago

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

      • monkpit 3 hours ago

        why not in a readme

        • Retr0id 3 hours ago

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

          • abnercoimbre 27 minutes ago

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