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      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.
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Safely eating potatoeses

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You can represent any integer in the range [-2^24, 2^24]. You are also safe to add, subtract and multiply integers, without precision loss, as long as the answer lies within that same range. Dividing numbers will often lead to rounding errors.


To understand why just think of the example of 2/3 in base ten. Given a finite amount of memory, there is no way to store 0.66666666... because there are an infinite amount of sixes. There are ways to express six repeating in a finite amount of memory but floating point numbers don't do that, instead they only store a certain amount of digits before rounding the last digit.


One thing to keep in mind is that some decimal numbers may be repeating in binary whereas in decimal they are not. 0.1, for example cannot be represented exactly in a floating point number, instead it will end up being something like 0.10000000000000001. Some decimal number can fit perfectly inside a floating point number. The numbers 0.5, 0.25, 0.125 all can be perfectly represented in a floating point number. This is because they are a power of two, where the exponent is negative. 0.5 = 2^(-1), 0.25 = 2^(-2), 0.125=2^(-3) ect...


Any of these numbers that can fit in a floating point number can be safely added, subtracted, and multiplied without problems. So 0.5 * 16 == 8 holds true, but 0.1 * 10 != 1.


If you want to better understand floating point numbers I would recommend trying to convert some numbers by hand between decimal and binary floating point. Take a look at the wikipedia article on floating points to better understand them, but bottom of the article has an example on how to convert to floating point.


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