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PocketMatrix • View topic - casting float to int
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casting float to int


casting float to int

Postby mm40 » May 17, 2007 @ 11:23pm

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Postby Dan East » May 17, 2007 @ 11:44pm

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Postby mm40 » May 18, 2007 @ 3:57am

Yeah thats what I was thinking. I am using floating point math extensively in my game. Fixed point would of course be faster, but I always wait to see if its worth converting after testing.
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Postby Dan East » May 18, 2007 @ 12:25pm

If your game does math real-time and needs to maintain a minimum FPS then fixed point will make a tremendous difference. I can't remember the exact numbers off the top of my head (maybe someone else can pipe in with them), but it was hundreds of cycles required to do a single floating point multiply. In fixed point you've got an integer multiply and a shift - just a couple instructions. So we're talking a factor of hundreds here, not just a few percent difference.

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Postby Digby » May 18, 2007 @ 6:01pm

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Postby mm40 » May 18, 2007 @ 6:31pm

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Postby Dan East » May 21, 2007 @ 1:50am

Floating point is emulated - the code that performs the actual floating point math is embedded in your app. The libraries produced by Intel and ARM that Digby referred to are simply better optimized - probably hand-coded ASM.

Pocket Quake's performance increased substantially just by rebuilding it with one of those kits, since it still has a decent amout of floating point math. I wasn't the one who did that build, so I can't offer more specifics.

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Postby mm40 » May 21, 2007 @ 3:36pm

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