Linked by Thom Holwerda on Tue 18th Dec 2012 23:12 UTC
Permalink for comment 545960
To read all comments associated with this story, please click here.
To read all comments associated with this story, please click here.
Features
Linked by Thom Holwerda on 05/21/13 21:38 UTC
Linked by Thom Holwerda on 05/20/13 11:29 UTC
Linked by Thom Holwerda on 05/18/13 21:33 UTC
Linked by David Adams on 05/16/13 4:23 UTC
Linked by Thom Holwerda on 05/11/13 21:41 UTC
Linked by Thom Holwerda on 05/08/13 14:22 UTC
Linked by Thom Holwerda on 05/02/13 15:28 UTC
Linked by Thom Holwerda on 04/29/13 21:06 UTC
Linked by Thom Holwerda on 04/24/13 22:24 UTC
Linked by Thom Holwerda on 04/18/13 11:21 UTC
More Features »
Sponsored Links



Member since:
2011-01-28
renox,
"Sigh, and people still look at me as if I was a madman when I say that floating point suck and that we should use interval arithmetic.."
Very insightful. Beyond rounding issues, it's always bugged me a bit too that the resolution of game coordinates become worse and worse the further a player gets away from the origin. Therefor if your running precise mathematical computations in a game (ie object projections), the results inherently depend on which arbitrary digits the mantissa is representing. Using integral/fixed point arithmetic would offer equal precision at all coordinates.