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March 02, 2008
Re: reature request: fixed point
How about 
http://team0xf.com:8080/omg?f=1b291ae58034;file=core/Fixed.d;style=gitweb ?

-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
March 02, 2008
Re: reature request: fixed point
Jb wrote:
> The results of multiplies need to be shifted right, and divisions need to be 
> shifted left.

Ah, you're right. I forgot.
March 02, 2008
Re: reature request: fixed point
Tom S Wrote:

> How about ...
http://svn.icculus.org/duke3d/trunk/extras/fixed.h?view=markup&pathrev=2

Here some ideas for you ;) this old source in Watcom C++

In my practice I have to use more specialized operations for example safe_mul_div(a,b,c) for some opration with antialiased bitmap transformation. safe_mul_div does not throw divide by zero. simply return 0 instead. In general case there are a lot of underwater stones.
But anyway this type is very interesting and usefull. And it should be and should look same on different 32bit cpu and platforms. Thans you very much, that you are interesting in this.
March 02, 2008
Re: reature request: fixed point
Tom S wrote:
> How about 
> http://team0xf.com:8080/omg?f=1b291ae58034;file=core/Fixed.d;style=gitweb ?

Open Math for Games, huh?  Looks like a very nifty lib in the works there!

Just lay off the crazy swizzling templates in the vector class ok?  :-)

--bb
March 03, 2008
Re: reature request: fixed point
Bill Baxter wrote:
> Open Math for Games, huh?  Looks like a very nifty lib in the works there!

Tnx. Yay for hype! :D
OMG needs support *hint hint* There's a lot of stuff to be implemented: 
http://team0xf.com:8080/omg?f=f1a719df47ba;file=TODO.txt;style=gitweb


> Just lay off the crazy swizzling templates in the vector class ok?  :-)

Hahah, they are long gone :P That was one of the priorities. The new 
vector struct has a very simple 'swizzle' function template instead.


-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
March 03, 2008
Re: reature request: fixed point
kov_serg wrote:
> http://svn.icculus.org/duke3d/trunk/extras/fixed.h?view=markup&pathrev=2
> 
> Here some ideas for you ;) this old source in Watcom C++
> 
> In my practice I have to use more specialized operations for example safe_mul_div(a,b,c) for some opration with antialiased bitmap transformation. safe_mul_div does not throw divide by zero. simply return 0 instead. In general case there are a lot of underwater stones.

Thanks! I'll add it to my TODO list :>


-- 
Tomasz Stachowiak
http://h3.team0xf.com/
h3/h3r3tic on #D freenode
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