Post ArxMW4Bgl5hBf6cb0S by [email protected] | |
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Post #ArxMTEHykG9Q7eD8NM by [email protected] | |
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Let me tell you about a fun little thing that happened while I was working on f… | |
Post #ArxMTEOMMXFsRRCEK0 by [email protected] | |
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this is what the code looked at in the end which isn't too bad | |
Post #ArxMTEW9tXUepcqSTg by [email protected] | |
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@eniko Wait wait wait. "Finish your derivations please"!The <<t… | |
Post #ArxMTEbpYS1x7DUzJo by [email protected] | |
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@TomF but I can't do the operations without them having the same fraction b… | |
Post #ArxMTEiv85hZTCoeMy by [email protected] | |
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@eniko @TomF You can, actually (see my too-long reply to his post) | |
Post #ArxMTEpej35bo5y1rs by [email protected] | |
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@JoshJers @eniko You can't ADD two things without the binary point being in… | |
Post #ArxMTEvKNxcu5gcYi0 by [email protected] | |
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@TomF @JoshJers today i learned | |
Post #ArxMTF1i0EjMPTbeee by [email protected] | |
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@eniko @JoshJers The same is true in floating point hardware by the way. It'… | |
Post #ArxMTF85cVpojGakbI by [email protected] | |
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@TomF @JoshJers huh, that's actually very cool to know! | |
Post #ArxMTFRETL9BgdY2RE by [email protected] | |
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using fixed point is interesting. you wind up with a lot of very specific data … | |
Post #ArxMTFzGQoMxOBTDU0 by [email protected] | |
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@eniko @JoshJers (sorry to everyone who knows how FMA circuits actually work - … | |
Post #ArxMTGf5vHpVTv2cgS by [email protected] | |
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People are being mean (jokingly) about the code I posted but please keep in min… | |
Post #ArxMW4Bgl5hBf6cb0S by [email protected] | |
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@[email protected] the best code is the code that works :heartss: | |
Post #ArxMWAA8Xm1GC1wRQ8 by [email protected] | |
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@eniko [ᴋɪʟʟ ᴛʜᴇᴍ] | |
Post #ArxMWKtscYYFUnQ76m by [email protected] | |
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@eniko let they who is without jank throw the first shade. | |
Post #ArxMWL1KAsVRrsu3iC by [email protected] | |
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@demofox @eniko Shader programmers | |
Post #ArxMWbTYzebMu6Epwu by [email protected] | |
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@eniko 🚢 | |
Post #ArxMWhplM1vMcgfeNs by [email protected] | |
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@eniko it is gamedev, there are essetially two types of code: the one that work… | |
Post #ArxMXLrwVLR2n1zxKq by [email protected] | |
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@eniko this feels like a stupid question, so sorry in advance, but is using loo… | |
Post #ArxMXLxy8wFv5ioljE by [email protected] | |
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@sashabilton i mean i don't know how else you'd calculate sine and cosi… | |
Post #ArxMXM4hjtdxQby9E8 by [email protected] | |
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@eniko ah yeah! You're not converting to ints, yo are staying wholly with t… | |
Post #ArxMXMA1Q7tfh6SOW0 by [email protected] | |
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@sashabilton there are no stupid questions :D | |
Post #ArxMY76mryEhIgIyUy by [email protected] | |
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@eniko huh, I believe that was how the SNES did angle math actually, wasn't… | |
Post #ArxMY7DAUFL9cTI4Rc by [email protected] | |
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@clarfonthey actually you only need to store one octant and then you can get th… | |
Post #ArxMYDntyaHy48WUXA by [email protected] | |
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@eniko true, although that still is around 16k at a time when that's a roug… |