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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2007-03-19T18:26:07+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
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		<entry>
		<author><name><![CDATA[tonemcbride]]></name></author>
		<updated>2007-03-19T18:26:07+00:00</updated>

		<published>2007-03-19T18:26:07+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=3957#p3957</id>
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		<title type="html"><![CDATA[Using fixed point maths in a physics engine]]></title>

		
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Thanks for all the info guys, its much appreciated!<br><br>I really like the idea of running a proper floating point system at the same time to check for errors - hadn't thought about that one <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"><br><br>Tone<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=1680">tonemcbride</a> — Mon Mar 19, 2007 6:26 pm</p><hr />
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		<entry>
		<author><name><![CDATA[dog]]></name></author>
		<updated>2007-03-19T17:56:57+00:00</updated>

		<published>2007-03-19T17:56:57+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=3953#p3953</id>
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		<title type="html"><![CDATA[Using fixed point maths in a physics engine]]></title>

		
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Yeah. Intermediate 128-bit calculations.  The first game that used it had 16:32, but I changed it to 32:32 for a space-sim, which apparently needed it.  My first physics sim used 8:8 (but that was on a C-64).<br><br>I'll have to be honest and say that when I did this stuff floating point units were not usually available.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=60">dog</a> — Mon Mar 19, 2007 5:56 pm</p><hr />
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		<entry>
		<author><name><![CDATA[raigan2]]></name></author>
		<updated>2007-03-19T17:44:48+00:00</updated>

		<published>2007-03-19T17:44:48+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=3952#p3952</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=3952#p3952"/>
		<title type="html"><![CDATA[Using fixed point maths in a physics engine]]></title>

		
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This is something I'd be very interested to hear about. One tip you might find handy is given near the end of this presentation: <a href="http://jet.ro/files/The_neglected_art_of_Fixed_Point_arithmetic_20060913.pdf" class="postlink">http://jet.ro/files/The_neglected_art_o ... 060913.pdf</a><br><br>basically: use a number class which internally implements both floatingpoint and fixedpoint at the same time, so that you can easily detect when problems arise with your fixedpoint code.<br><br>dog: did you need 128bit values for intermediate calculations? or did you only really use 16:32?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=748">raigan2</a> — Mon Mar 19, 2007 5:44 pm</p><hr />
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		<entry>
		<author><name><![CDATA[dog]]></name></author>
		<updated>2007-03-19T17:30:50+00:00</updated>

		<published>2007-03-19T17:30:50+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=3951#p3951</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=3951#p3951"/>
		<title type="html"><![CDATA[Using fixed point maths in a physics engine]]></title>

		
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I found that 32:32 was adequate for my needs. My engine did not require NaN support, I have no idea about ODE.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=60">dog</a> — Mon Mar 19, 2007 5:30 pm</p><hr />
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		<entry>
		<author><name><![CDATA[tonemcbride]]></name></author>
		<updated>2007-03-19T16:41:46+00:00</updated>

		<published>2007-03-19T16:41:46+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=3949#p3949</id>
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		<title type="html"><![CDATA[Using fixed point maths in a physics engine]]></title>

		
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Hi,<br><br>I'm currently working on porting a physics project to a machine without any native floating point support. I'm using ODE (in single floating point mode) and find it works very well on a PC but is very slow when using an emulated floating point system.<br><br>I was going to reimplement ODE using a fixed point maths class but would like to know if anyone had any information on this before I go ahead. Ideally I would use a 16:16 system but I'm unsure whether this would be too limited for the scale of numbers being used. <br><br>If anyone could give their opinion on the following questions I would be really grateful:<br><br>1) Has anyone used fixed-point maths for physics before?<br><br>2) Do physics systems require support for NaN/Infinity etc...?<br><br>3) What would be a reasonable size to use for the fixed-point (e.g. 32:32, 16:16, 48:16)<br><br>Thanks!<br><br>Tone<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=1680">tonemcbride</a> — Mon Mar 19, 2007 4:41 pm</p><hr />
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