• Create Account

### #Actualsymbiote

Posted 16 April 2012 - 05:19 PM

hi guys,

i want to create some 3D on an 8-bit cpu (but with ~4kb memory). basicly i want to be able to specify some shapes, with polygons that have orientation and position (probably with matrices).

i thought about implementing 8-bit minifloats (bits: 1 sign, 4 exponent, 3 fraction/mantissa) for my computations, this would allow me to make small changes to smaller values. but not smaller changes to greater values. which would not be a problem with what is being viewed but it would be a problem in logic, such as calculating the distances between shapes. if i would try to store the positions of polygons relative to eachother within the same shape, then the values of the minifloats might not be so high. but the world would still have to have distances between shapes. also shapes that have linear speed would be hard to track the position of because miniflaots don't increment linearly. also designing a world with where shapes have these kinds of coordinates could be a problem.

- should i try to implement a 16-bit integer format to solve the incrementation of speed?
- should i drop the minifloat idea and do everything with 16-bit integers?
- what do you normally do when you're world doesn't fit into floating points? (are there any special techniques?)
- should i accept the 8-bit integers of the cpu and use that? (i doubt 127 values in each direction is big enough for all coordinates but it might be for what is on screen)

symbiote

### #1symbiote

Posted 16 April 2012 - 05:18 PM

hi guys,

i want to create some 3D on an 8-bit cpu (but with ~4kb memory). basicly i want to be able to specify some shapes, with polygons that have orientation and position (probably with matrices).

i thought about implementing 8-bit minifloats (bits: 1 sign, 4 exponent, 3 fraction/mantissa) for my computations, this would allow me to make small changes to smaller values. but not smaller changes to greater values. which would not be a problem with what is being viewed but it would be a problem in logic, such as calculating the distances between shapes. if i would try to store the positions of polygons relative to eachother within the same shape, then the values of the minifloats might not be so high. but the world would still have to have distances between shapes. also shapes that have linear speed would be hard to track the position of because miniflaots don't increment linearly. also designing a world with where shapes have these kinds of coordinates could be a problem.

- should i try to implement a 16-bit integer format to solve the incrementation of speed?
- should i drop the minifloat idea and do everything with 16-bit integers?
- what do you normally do when you're world doesn't fit into floating points? (are there any special techniques?)
- should i accept the 8-bit integers of the cpu and use that? (i doubt 8-bits is big enough for all coordinates but it probably is for what is on screen)