Re:The Polygons of Doom: PSX
by Waterluvian on Friday March 27, 2020 @07:56AM
(#22702129)
Is this why geometries loved to jiggle and dance?
[ Parent
| on HN ]
That's why I was so surprised! I've heard of early PCs omitting floating-point, but it seems crazy for a platform designed specifically for games, for precisely this kind of reason.
That's not the reason, though.
Re:The Polygons of Doom: PSX
by noisem4ker on Friday March 27, 2020 @08:03AM
(#22702161)
It seems so. A recent video about the graphical quirks of the PlayStation:
Why PlayStation 1 Graphics Warped and Wobbled so much https://youtu.be/x8TO-nrUtSI
Re:The Polygons of Doom: PSX
by badsectoracula on Friday March 27, 2020 @08:48AM
(#22702424)
The reasons mentioned in the video have nothing to do with the warping and wobbling, see what i wrote on Reddit about it: https://www.reddit.com/r/Games/comments/fnl0o1/why_playstati...
Re:The Polygons of Doom: PSX
by ReactiveJelly on Friday March 27, 2020 @09:10AM
(#22702539)
Yep. 16 bits isn't enough precision for 3D no matter how you use it.
When you get up to 32 or 64 bits, fixed and float are both very good.