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Old 08 January 2013, 19:49   #74
Mrs Beanbag
Glastonbridge Software
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Join Date: Jan 2012
Location: Edinburgh/Scotland
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Originally Posted by Leffmann View Post
Also I don't think fixed point math will suffice. The problem is you have no dynamic range with fixed point math, and so you can have either big numbers or small numbers, but not both. You can always add more digits of course but it quickly becomes prohibitive in terms of performance. I think this is something you MUST use floating point math for.
Your objects need to have:
* position (x,y)
* velocity (x,y)
* rate of spin

given the playing area is only a few screens wide, why do you think any of these variables would require a large dynamic range? 32 bit integers seem more than sufficient in my estimation.
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