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Timeline for Game Clock Precision

Current License: CC BY-SA 3.0

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Sep 23, 2012 at 20:50 history edited House CC BY-SA 3.0
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Sep 23, 2012 at 20:46 comment added House @BruceDawson Indeed, it wasn't meant to be used, only to show a concrete example of what I thought you were saying in your article, i.e. don't do it that way. It was made before you edited your article to be more clear. Suitable changes?
Sep 23, 2012 at 20:42 comment added Bruce Dawson The code above will fail miserably because it is using 'float' for game_time_elapsed. At that range the precision of a float is 256 s -- the next time that can be represented is 2^32+256. That's why I recommended two things: 1) Use a double so you have enough precision when the game has been running for a while. 2) Start at 2^32 so that the precision is consistent. The other reason to use 2^32 is so that you will instantly hit precision problems if you store elapsed game time in a float.
Sep 19, 2012 at 14:56 vote accept Philip
Sep 18, 2012 at 18:48 comment added Philip ah, now I get what he's saying. The precision for numbers from 2^32 to 2^33 is the same, so we have the same precision for 2^32 seconds. thanks for the different perspective.
Sep 18, 2012 at 16:35 vote accept Philip
Sep 19, 2012 at 14:55
Sep 18, 2012 at 5:04 history edited House CC BY-SA 3.0
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Sep 18, 2012 at 0:18 comment added Grimshaw Im a fan of storing the times instead in big integers and converting the elapsed delta times to a float for calculations.. works nice i'd say ;D
Sep 17, 2012 at 22:41 history edited House CC BY-SA 3.0
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Sep 17, 2012 at 22:35 history edited House CC BY-SA 3.0
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Sep 17, 2012 at 22:30 review Low quality posts
Sep 17, 2012 at 22:35
Sep 17, 2012 at 22:30 history answered House CC BY-SA 3.0