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  1. Embed this notice
    clarity flowers (clarity@xoxo.zone)'s status on Wednesday, 03-Sep-2025 01:41:30 JST clarity flowers clarity flowers
    in reply to
    • azul

    @typeswitch I've hand-rollled simple fixed-point stuff before for exactly these reasons

    In conversation about 2 months ago from xoxo.zone permalink
    • Embed this notice
      azul (typeswitch@gamedev.lgbt)'s status on Wednesday, 03-Sep-2025 01:41:32 JST azul azul
      in reply to

      the best modern solution i've seen is storing position as an integer with a small float offset (|offset| <= 0.5) & doing the collision checks with integers. see:

      https://maddymakesgames.com/articles/celeste_and_towerfall_physics/index.html

      this is almost the same thing as fixed point -- it's preventing the absolute position from being affected by the coarseness of floats.

      In conversation about 2 months ago permalink
    • Embed this notice
      azul (typeswitch@gamedev.lgbt)'s status on Wednesday, 03-Sep-2025 01:41:33 JST azul azul
      in reply to

      anyway this diatribe is apropos of the platforming in my game having a floating point bug & i'm not sure how to fix it yet

      In conversation about 2 months ago permalink
    • Embed this notice
      azul (typeswitch@gamedev.lgbt)'s status on Wednesday, 03-Sep-2025 01:41:34 JST azul azul

      in math you can take a large number, break it into lots of small pieces, add those pieces together, and get the original number back.

      good luck doing that on the computer . . . if you try to do that with floats you are going to get very strange results.

      part of me wonders why floats are everywhere and fixed point isn't just the standard way to do most things.

      but then we are an industry that prefers things that only appear to work if you don't look too closely.

      In conversation about 2 months ago permalink

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