quote:
Original post by johnbOriginal post by TerranFury
In other words: There is nothing you can do with a float that you can''t do with a double.
You can''t write fast games: if we replaced all our float code with double code the game would probably drop from 60 to well under 30 fps.
Floats are accurate to better than 1 part in a million, i.e. errors are less than 1mm per km, I can''t think of any gaming appilcation for better precision than this. For comparison in science experiements are usually accurate to no more than 1 part in a thousand, and are often a lot less accurate.
For single calculations, regular floats would be fine if they are precise enough, however the original poster complained of losing accuracy over time. as in, you lose a little accuracy per calc over 100000 calcs, it adds up. so, use a double!
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