3 comments

  • klodolph 3 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 28 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 1 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 2 hours ago

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

                • abnercoimbre 43 minutes ago

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