-
Notifications
You must be signed in to change notification settings - Fork 43
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Question: What is the rational behind dt being a float32
instead of time.Duration
/float64
?
#55
Comments
float32
instead of time.Duration
?float32
instead of time.Duration
/float64
?
I believe the main rationale behind it was: Everything that touches the GPU tends to be When you then want to multiply Whether this should stay or not: I don't know. I'm not familiar enough with game development. But that was the rationale 6-8 years ago. Guesstimating here: when running on let's say 144 FPS, that is about one frame every 0.007 seconds. For the |
Do you think this is something that maybe should be part of the Roadmap to v1.1? If nothing else, we could perhaps create benchmarks around measuring systems consuming I would not mind creating that benchmark. I could probably create a contrived example, but what but what would you expect a system that needs to be performance tested to look like? |
The rationale is exactly as @EtienneBruines said: since the GPU only uses float32, we just kept everything in float32. My thought there is, if you can only position things with float32 accuracy anyway, why bother working with higher accuracy float64 only to end up converting it to a float32 for things like Position, Width, etc anyway. If time were a float64, you'd end up with systems where you'd have to convert it to float32 every time anyway. What's the point of having That said, I could see the advantages of keeping everything (Position, etc) as float64s and only converting before sending to the GPU. At higher frame rates, the better accuracy could really be worth it, and if it benchmarks better then that's even better. I'd be for adding it to the roadmap. |
Just taking a walk through the code-base to familiarize myself and I wanted to better understand why the
System
interface'sUpdate
method takes afloat32
instead of atime.Duration
.Off-handedly, I don't suppose that being more idiomatic to Go necessarily buys you anything extra but you would probably expect game-developers coming from more classic C/C++ environments to expect a
double
which would be a equivalent tofloat64
(See Game Programming Patterns: Passing Time of which you're probably already familiar, but this is reference for others who might stumble upon this question later along their own game-dev education).If it was a "just cuz" decision, that's totally valid. I'm really just curious.
The text was updated successfully, but these errors were encountered: