[gameprogrammer] Re: floating point vs fixed
- From: "Jeremiah Martell" <inlovewithgod@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 17 Apr 2008 09:20:57 -0400
Additionally, if you want to have any sort of record and playback of
games (or even a demo you make), the determinism of
fixed point would help you there. Of course, this depends on how you
implement your playback. I would implement it in
the smallest way possible, save the starting position, and then save
the "inputs" over time, not the individual movments
of every item in the game for every frame. If you do this, the
floating point version, on a different computer, may end up WAY
off base from your intended ending.
Thanks,
- Jeremiah
On Thu, Apr 17, 2008 at 8:30 AM, Chris Nystrom <cnystrom@xxxxxxxxx> wrote:
> On Wed, Apr 16, 2008 at 11:34 PM, Robbert de Groot <zekaric@xxxxxxxx> wrote:
> >
> > Fixed point was the name of the game during the 8086-80386 era
> > because they didn't really have (much) memory caches for instructions
> > or data. Plus floating point calcs were really slow compared to
> > integer calcs. Now, it's pretty much the inverse.
>
> Didn't they have a separate math co-processor for floating point
> calculations in those days (80387) and most likely everyone in your
> target market did not have one?
>
> Chris
>
> --
> E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx>
> Saving the world from web programming.
> http://www.newio.org - AIM: nystromchris
>
>
>
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- Jeremiah Martell
http://inlovewithGod.com
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- References:
- [gameprogrammer] floating point vs fixed
- From: Alan Wolfe
- [gameprogrammer] Re: floating point vs fixed
- From: Robbert de Groot
- [gameprogrammer] Re: floating point vs fixed
- From: Chris Nystrom
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