Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Sphet

bit shifting and isometrics engines..

This topic is 6878 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
Guest Anonymous Poster
a bit shift once to the left is equal to muliplying by 2, only faster. so if you bit shift 4 to the left, it's *2*2*2*2, or, *16. In other words, 4 << 3 = 4*2*2*2 = 32

Share this post


Link to post
Share on other sites
I'm trying to remember where I read this and how it is applied.

When trying to calculate the position offset for blitting tiles, someone suggested bitshifting the values because they're faster than multiplies. I can neither remember who wrote this, or what it was about. Anyone remember which of the original Iso tutorials/articles this was from and what it was about?

Share this post


Link to post
Share on other sites
You can also bit shift and add the values to come up with others, for instance, to multiply a number by 320:
newvalue = (val << 8) + (val << 6);

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!