Sending deltas with floats
Its obvious how to send deltas with integers, just use a smaller type (if you''re using 32 bit but the change < 65536 use 16 bit, etc.). But with floating point it seems to be a bit more complex, does anyone have any ideas on sending good deltas with floating-point values?
Thanks, ~SPH
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You could use fixed point representation so long as you know the range and accuracy you require. For example, 6.10 format (16 bit, rather than 32) would give you -32 -> +31 with 1/1024 resolution.
You''d need to do the bit munging yourself but it''s straightforward to do.
You''d need to do the bit munging yourself but it''s straightforward to do.
Fixed point is the best representation for position and orientation in a game. They are, however, difficult to manipulate with standard floating point routines such as sine/cosine/tan/log/exp functions. If your fp requirements can be constrained to trig functions, then you could use CORDIC algorithms to perform those instead of converting to double and back.
CORDIC:
http://www.dspguru.com/info/faqs/cordic.htm
http://www.andraka.com/cordic.htm
http://www.gamedev.net/reference/articles/article406.asp
-cb
PS: Added cordic rotator article.
[edited by - cbenoi1 on August 4, 2003 9:11:24 AM]
CORDIC:
http://www.dspguru.com/info/faqs/cordic.htm
http://www.andraka.com/cordic.htm
http://www.gamedev.net/reference/articles/article406.asp
-cb
PS: Added cordic rotator article.
[edited by - cbenoi1 on August 4, 2003 9:11:24 AM]
August 03, 2003 10:18 PM
Could u break apart the exponent and fracton bits of the floating point and try to quantinize those using ur interger quanitization routines?
-ddn
-ddn
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