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Category Archives: Floating Point
Last year I pointed out that float variables can be converted to text and then back to the same binary value using printf(“%1.8e”). You can also use %.9g for more compact results. I also supplied a test program that used … Continue reading
The end of the year is a traditional time for lists and I thought I’d do a post just to summarize the most interesting or surprising things that I discovered while writing this blog during 2012.
This is for references, code examples, and discussion regarding the floating-point article in the October 2012 Game Developer Magazine.
I’ve seen a few online discussions linking to my Comparing Floating Point Numbers page for misguided reasons and I wanted to discuss those reasons to help people understand why throwing epsilons at the problem without understanding the situation is a … Continue reading
I gave a talk at iFest on Saturday that briefly covered some performance and precision issues taken from my series of floating-point blog posts. My talk was after Ed Fries, who did a brilliant talk on art and constraints, centered … Continue reading
Denormals, NaNs, and infinities round out the set of standard floating-point values, and these important values can sometimes cause performance problems. The good news is, it’s getting better, and there are diagnostics you can use to watch for problems. In … Continue reading
Floating-point math has an answer for everything, but sometimes that’s not what you want. Sometimes instead of getting an answer to the question sqrt(-1.0) (it’s NaN) it’s better to know that your software is asking imaginary questions. The IEEE standard … Continue reading