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no_shot Surpasses you in poetical prowess

Joined: 28 Apr 2003 Posts: 300 Location: On the road to perfection.
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Posted: Mon Apr 16, 2007 9:17 pm Post subject: decimals |
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floating point numbers: possible? _________________ Play Horrible Fantasy NOW! |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Apr 16, 2007 9:58 pm Post subject: |
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currently: no
My workaround has always been to make the numbers ten times bigger than they need to be, then divide them for calculations. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Apr 17, 2007 6:01 pm Post subject: |
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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." |
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