Re:16-bit math look-up tables – the unexpected power of scal...
by louthy on Saturday April 01, 2017 @08:20PM
(#14014948)
indeed, I was using fixed point maths on PlayStation 1 games in the mid to late 90s. It was often responsible for the gaps you'd see between polygons on many PS1 games.
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Re:16-bit math look-up tables – the unexpected power of scal...
by rasz on Monday April 03, 2017 @04:20AM
(#14021318)
Gaps were mostly a sign of sloppy developers and rushed schedules. Compare Tomb Raider 1 on both PC/PSX with Destruction Derby (reflections) and Gran Turismo 1/2 (polyphony).
Re:16-bit math look-up tables – the unexpected power of scal...
by louthy on Monday April 03, 2017 @08:41AM
(#14022312)
Yes, there were ways to avoid it (shared vertex calculations), but the effect seen was mostly where there are two separate vertices that are supposed to be at the same position, aren't, because each vertex was positioned with different transformation matrices.
Re:16-bit math look-up tables – the unexpected power of scal...
by marktangotango on Saturday April 01, 2017 @09:46PM
(#14015292)
I was using it for z-80, game boy color homebrew. Getting down in the bits like this is.... bracing!
Re:16-bit math look-up tables – the unexpected power of scal...
by louthy on Sunday April 02, 2017 @01:51PM
(#14018147)
I remember doing a Gameboy Color game after working on a PS1 title. And even though I came from an 8 bit 6502 background (BBC Micro), going back to it was hell. 'Bracing' is an understatement! I couldn't imagine much worse these days.