Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

decimals

 
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP!
View previous topic :: View next topic  
Author Message
no_shot
Surpasses you in poetical prowess




Joined: 28 Apr 2003
Posts: 300
Location: On the road to perfection.

PostPosted: Mon Apr 16, 2007 9:17 pm    Post subject: decimals Reply with quote

floating point numbers: possible?
_________________
Play Horrible Fantasy NOW!
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Apr 16, 2007 9:58 pm    Post subject: Reply with quote

currently: no

My workaround has always been to make the numbers ten times bigger than they need to be, then divide them for calculations.
_________________
Back to top
View user's profile Send private message Visit poster's website AIM Address
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Apr 17, 2007 6:01 pm    Post subject: Reply with quote

Floating point numbers are for quiche eaters. Real Programmers don't trust some inaccurate ALU to keep track of scaling, they do it manually. If you use floating point, you won't need to understand what your doing. von Neumann endorses such Real Programming practices.


I pity scripting languages like Game Maker's which don't support integers but only floating point, count yourself lucky. So seriously, you can work around the lack of floating point support for pretty much any application on the OHR you'll come across. My sine, cosine and tangent scripts returned the values times any multiplier desired. Hey, maybe next time they should take the angle in fixed point instead of integer degrees. Now that we have 32 bit integers simulating floating point is much easier, because single precision floats only have 24 bit mantissas.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> HELP! All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group