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 0 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 3 hours ago
    Sounds interesting, but there isn't any description or readme to go by.
    • bouchard 3 hours ago
      The README is in the header file (picophysics.h)
      • monkpit 2 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 15 minutes ago
            Yeah I didn’t think twice about clicking the header to read the docs. Standard practice.