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Hardware-facing constraints and implementation notes.

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How Polygon Engine Started

I have wanted to make games for the original PlayStation for a long time. As a Unity developer, I imagined doing it through a workflow similar to the one I already used: create a scene, place objects, add components, and write their behavior. That was the starting point for Polygon Engine.

I wanted to combine that workflow with a Windows 95-inspired interface. I liked the idea of opening the editor and feeling as though I were developing a game in that period, with the conveniences of a current tool. To make it work, I first needed to understand how a scene built on a desktop could become a game running on PS1.