• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Waterlimon

Whos idea was to make integer division round towards 0? -.-

11 posts in this topic

Now i have to make a function for division where it always rounds down, since i dont care about the sign, i just want the origin to be 0 :c

 

Discuss

0

Share this post


Link to post
Share on other sites
Maybe it's wired that way.

And because of that it will never be changed and will continue to annoy people who assume it to always round down because it feels logical in this context. :C

0

Share this post


Link to post
Share on other sites
To answer the actual question ("Whose idea was it..."), that would be William James Cody, with contributions of half a dozen people from IBM, Apple, and the University of Berkeley. Edited by samoth
0

Share this post


Link to post
Share on other sites
http://en.cppreference.com/w/cpp/numeric/math/floor

Actually i didnt end up using that because its the rounding after division, what i do is check if the signs of a and b are different and if yes i subtract 1.

 

The reason why this caused problems was that i was treating the integer just like it wasnt signed (for coordinates on a map, i had the precise coord and had to divide to get the chunk coord), which caused problems with the rounding direction changing at the origin, making the 0 chunk twice bigger than the other ones.

0

Share this post


Link to post
Share on other sites
Because it's not rounding, it's truncating. Rounding wouldn't really be appropriate in this context and, in my opinion at least, it would be so much more annoying for it to round by default and necessitate special functionality to truncate instead.
0

Share this post


Link to post
Share on other sites

Yeah, it's called truncating.

 

If you're always dividing by a power of two, you can use arithmetic bitshifts, they always round down (floor).

Alternatively, you can use this function for flooring arbitrary denominators:

[code]inline int floor_div(int a_numerator, int a_denominator)
{
return (a_numerator / a_denominator) + ((a_numerator % a_denominator) >> 31);
}[/code]

0

Share this post


Link to post
Share on other sites

If integer division didn't round towards zero, it would be inconsistent with the mathematical definition of integer division, and a lot of number theoretical code would have weird +1's and -1's everywhere, which sucks. I like it the way it is, and it's never gotten in my way.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0