Building a Voxel Space Renderer for the Original PlayStation
By
eisleggje
4h ago· 2 min readenInsight
55/100
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You can taste the rush. The dough hadn't risen.
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Summary
A developer discusses building a voxel space renderer for the original PlayStation, inspired by Comanche terrain rendering. They explain the technical challenges: the PlayStation has only 2 MiB of RAM, a 33 MHz in-order scalar MIPS III CPU, and no memory-mapped linear framebuffer — all of which make this rendering technique difficult compared to the PCs it was originally designed for.
Key quotes
· 3 pulledPersonally, a voxel space renderer for the PlayStation (Comanche terrain style rendering).
In theory, it's really not suited for this because (at least back then) this was designed for computers with relatively large amounts of RAM.
The PlayStation has none of these things: only 2 MiB of main RAM; an in-order scalar 33 MHz MIPS III pr
Personally, a voxel space renderer for the PlayStation (Comanche terrain style rendering).
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