Skip to main content

4 posts tagged with "Runtime"

Runtime implementation, limits, and behavior.

View All Tags

Lua Gameplay on a Fixed-Memory PS1 Runtime

Lua is valuable in a PS1 engine because it separates gameplay iteration from C runtime work. Lua is also dangerous on a PS1 if it grows without limits.

Polygon Engine's scripting model is built around that tension: scripts should be easy to attach, inspect, and test, while the runtime keeps memory, script count, and API surface bounded.

From Editor JSON to PS1 Runtime Data

The editor and the PS1 runtime should not consume the same data. That is one of the most important architectural decisions in Polygon Engine.

The editor wants readable project files, flexible authoring state, stable GUIDs, import metadata, screenshots, logs, and panels. The PS1 runtime wants compact data, fixed limits, predictable memory, and short disc paths.

A Practical Map of the Original PlayStation

The original PlayStation is a group of specialized processors connected by narrow, explicit data paths. The CPU runs game code, the GTE accelerates geometry math, the GPU draws 2D primitives, the SPU plays sound, and the CD-ROM supplies data that cannot remain in memory.

Understanding those boundaries explains most PS1 engine decisions. The machine is fast when work is prepared for the right unit and expensive when the CPU has to compensate for a poor data layout.