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Timeline for Game Clock Precision

Current License: CC BY-SA 3.0

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Nov 1, 2012 at 6:54 review Suggested edits
Nov 1, 2012 at 11:04
Sep 23, 2012 at 22:29 comment added Trevor Powell timeA - timeB + timeB == timeA (and similar simple algebraic operations). Works with integers. Not guaranteed with floats or doubles, just because of the way that floating point numbers work on computers.
Sep 23, 2012 at 20:45 comment added Bruce Dawson At the recommended range (2^32 and beyond) a double has nanosecond precision, which I would hardly call imprecise. I'm also not clear as to what is "error-prone" about a double. I would claim that by using natural units it is less error prone than, for instance, the 100 ns units of some Windows timers. What is imprecise and error-prone about my suggestion?
Sep 20, 2012 at 4:48 comment added House Agreed. Before his article was edited it seemed that it could go either way. I was surprised that the author promoted the use of floating point, especially with large numbers. Perhaps if he comes back he can answer the "why?" part of the answer.
Sep 20, 2012 at 3:26 history answered Trevor Powell CC BY-SA 3.0