Originally Posted by Leffmann
What I was getting at was not how to represent some single state during animation or how much relative accuracy you need, but the amount and complexity of all the math. At some point during the calculation phases you will probably have to consider very big and very small numbers, and that's where fixed point math becomes problematic.
I don't think so. If you were doing research for a physics paper, maybe. For a game, not so much. The calculations aren't all that complex, there are just a lot of them.
Well, I'll find out sooner or later, I intend to have better physics models in Beanbag II.