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clemenswinter.com
| | blog.demofox.org
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| | Floating point numbers have limited precision. If you are a game programmer, you have likely encountered bugs where things start breaking after too much time has elapsed, or after something has moved too far from the origin. This post aims to show you how to answer the questions: What precision do I have at a...
| | marc-b-reynolds.github.io
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| | Computing Weyl (additive recurrence) sequences in float-point has some gotchas.
| | blog.m-ou.se
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| | A few years ago, due to some random chain of events, I ended up implementing a conversion from 128 bit integers to 64 bit floats. This would've turned out to be a complete waste of time, except that my final version is faster than the builtin conversion of every compiler I tested. In this blog post, I'll explain what happened, how floats work, how this conversion works, and how it got a bit out of hand.
| | codingnest.com
16.9 parsecs away

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| There is a lot of confusion about floating-point numbers and a lot of bad advice going around. IEEE-754 floating-point numbers are a complex beast, and comparing them is not always easy, but in this post, we will take a look at different approaches and their tradeoffs.