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Posted 12 October 2001 - 08:13 PM
Members - Reputation: 138
Posted 12 October 2001 - 10:47 PM
If you''re willing to sacrifice accuracy for speed in your normalization, you should check out this thread at FlipCode. The first post includes an inverse square root approximation function for floats.
You mentioned some stuff about angles which I didn''t really understand... in any case, if you wanted to somehow go from an angle to your final 2D vector, that would involve sin/cos, which is just about as expensive as the sqrt in normalizing, so I don''t see that being any faster.