Mail Archives: djgpp/1995/09/25/06:34:15
Xref: | news-dnh.mv.net comp.graphics.algorithms:10663 comp.os.msdos.djgpp:2168
|
| comp.os.msdos.programmer:14038 rec.games.programmer:29174
|
Path: | news-dnh.mv.net!mv!news.sprintlink.net!in1.uu.net!usenet.eel.ufl.edu!usenet.cis.ufl.edu!usenet.ufl.edu!freenet3.scri.fsu.edu!freenet2.scri.fsu.edu!joeo
|
From: | joeo AT freenet2 DOT scri DOT fsu DOT edu (Joe Ottinger)
|
Newsgroups: | rec.games.programmer,comp.os.msdos.djgpp,comp.os.msdos.programmer,comp.graphics.algorithms
|
Subject: | Fixed-point Math Library
|
Date: | 21 Sep 1995 10:36:36 GMT
|
Organization: | Tallahassee Free-Net
|
Lines: | 21
|
Nntp-Posting-Host: | freenet2.scri.fsu.edu
|
To: | djgpp AT sun DOT soe DOT clarkson DOT edu
|
Dj-Gateway: | from newsgroup comp.os.msdos.djgpp
|
I'm trying to write some very simple 3d stuff for a DOS machine using
DJGPP, but the floating point stuff is just WAYYYY too slow on my machine
(a 486SX). So I tried using integral math (multiplying all results by
10000 or more), but that causes all results to eventually end up at zero
due to rounding and precision losses.
I know this can be done and has been done; I'm just having no success at
it and I'd prefer to write my own routines (I'm doing this to learn, not
so I can rip code.) I've seen the 3dGPL's explanation, but I'm still
lost. Can anyone enlighten me or show me a working and better way to
achieve speed and precision in C/C++?
--
-------------------------------------------------------------------------
If I was to try to live without guile, would I still be considered human?
A
--
-------------------------------------------------------------------------
If I was to try to live without guile, would I still be considered human?
A
- Raw text -