On 15 Nov 2009, at 01:19, Marnen Laibow-Koser wrote: > Eleanor McHugh wrote: >> In a hardcore physics simulation with many forces then no I wouldn't, >> but in a simple game then yes I'd probably go with floating-point :) > > Why? I can't see a single reason to use IEEE floats, unless you've > done > benchmarks and are absolutely certain that it's causing a performance > problem. (Ward Cunningham did just that on a computationally intensive > Smalltalk application that used fixed-point for all math -- and found > that he couldn't even measure a difference in performance.) > > IEEE floats have no advantages that I can see and huge > disadvantages. I > just don't see them as being even slightly appropriate or useful for > math. Because often expressing non-integral values as floating-point in code better represents intent than using fixed-point math, and unless the latter will have a performance or accuracy advantage for a given problem I consider semantic simplicity to be my primary design criterion. That said I agree that floating-point sucks and that many programmers use it in a carefree manner that suggests they're unaware of the limitations it imposes. Ellie Eleanor McHugh Games With Brains http://slides.games-with-brains.net ---- raise ArgumentError unless @reality.responds_to? :reason