pcsx-redux VS cyclone-physics

Compare pcsx-redux vs cyclone-physics and see what are their differences.

pcsx-redux

The PCSX-Redux project is a collection of tools, research, hardware design, and libraries aiming at development and reverse engineering on the PlayStation 1. The core product itself, PCSX-Redux, is yet another fork of the Playstation emulator, PCSX. (by grumpycoders)

cyclone-physics

The Physics engine that accompanies the book "Game Physics Engine Design" (by idmillington)
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pcsx-redux cyclone-physics
6 4
580 887
5.2% -
9.7 0.0
3 days ago 7 months ago
C++ C++
GNU General Public License v3.0 only MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

pcsx-redux

Posts with mentions or reviews of pcsx-redux. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-09.

cyclone-physics

Posts with mentions or reviews of cyclone-physics. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-16.
  • Creating a Physics Engine for PSX
    2 projects | /r/psxdev | 16 Mar 2023
    I am thinking of porting cyclone physics engine (https://github.com/idmillington/cyclone-physics) from the textbook Game Physics Engine Design to PSX as a term project for one of the graduate courses I take, taking on the processing power and memory limitations as challenge. Would it be too difficult to accomplish this in 2 months for me with no prior PSX homebrew experience? I am a CS graduate with some amount of embedded systems experience.
  • Dice rolling simulator finale!
    2 projects | /r/opengl | 30 Jan 2022
    I couldn't end up figuring out how to get the proper collision response worked, so I used the collision response from Ian Millingtons Game Physics book. The whole example is pretty concise so I hope others will find it useful if they want to learn how SAT collision and response works. Source code: https://github.com/jackw1111/dice-roll-physics-opengl
  • When to put member functions in header, and when to not?
    1 project | /r/cpp_questions | 21 Jul 2021
    For example. Let’s see a piece of code about physics engine.
  • One-Definition-Rule : is "Everything in header" OK?
    1 project | /r/cpp_questions | 3 Jun 2021
    (actually should be No.3) If I'm completely fine with compiling header every time (like a vector3 class in physics engine (should be compiled every time anyway(example))

What are some alternatives?

When comparing pcsx-redux and cyclone-physics you can also consider the following projects:

fps2bios

dice-roll-physics-opengl - Small demo of rolling a die and the physics simulation in OpenGL3.3

unirom8_bootdisc_and_firmware_for_ps1 - Mod-free Playstation 1 Bootdisc + Firmware with Import Player for Xplorer, Action Replay and Caetla-Compatibles