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Mail Archives: djgpp/1995/09/25/06:34:15

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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++?

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If I was to try to live without guile, would I still be considered human?
                                                                        A

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If I was to try to live without guile, would I still be considered human?
                                                                        A

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