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Attempting to create float free engine
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sfx1999
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Default Attempting to create float free engine - 29-12-2005

Yes, I know it is difficult. I have created a float-implementation independant way of converting floats to 16:16 integers. It is not endian independant, though. Of course it doesn't matter that much, because floats are always stored the same way IIRC except on a VAX or ALPHA or something.

Anyway, I am going to be generating tables for SIN and COS and am planning to use a base two system instead of radians or degrees. How much precision will I need? I am planning to make it 4096 ints long. This way I won't have to perform a modulus operation; I can use bit manipulation instead. Is this enough?

My only other problem is square roots, that will be a pain in the ass.

If you didn't get what I meant by precision, let me elaborate. I plan to make 0 degrees 0 and 360 degrees 4096. 4096 won't exist in the table because it is redundant. Is 4096 enough, or should I go up?


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