Xref: news-dnh.mv.net comp.graphics.algorithms:10663 comp.os.msdos.djgpp:2168 comp.os.msdos.programmer:14038 rec.games.programmer:29174 Path: news-dnh.mv.net!mv!news.sprintlink.net!in1.uu.net!usenet.eel.ufl.edu!usenet.cis.ufl.edu!usenet.ufl.edu!freenet3.scri.fsu.edu!freenet2.scri.fsu.edu!joeo 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++? -- ------------------------------------------------------------------------- If I was to try to live without guile, would I still be considered human? A -- ------------------------------------------------------------------------- If I was to try to live without guile, would I still be considered human? A