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city41 | 1 year ago

I'm the author of the blog post. I just used sprite positioning as a simple example. Things like collision detection and physics can't be done with half pixels.

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wk_end|1 year ago

Not sure what you mean - sure you can.

Trying to read between the lines here, if your objection is to half-pixels because they’re not precise enough for (good) physics, then I apologize for being unclear - I mean half-pixels, or quarter-pixels, or eighth-pixels, or whatever.

Another way of wording my comment is that I think it’s easier - especially for beginners - to think in terms of smaller units (represented as integers) than in terms of a new number format for representing fixed-size fractional parts of larger units. But the two concepts are ultimately the same.

city41|1 year ago

But that's basically what fixed point is, no? Half pixels is fixed point with a single bit for decimals. Quarter pixels is two bits, and so on. I think the disadvantage is you now have to think in a strange unit that isn't intuitive. For my game I tend to think in screen sizes for things. Thinking in screen size*factor would be harder I think. Fixed point is basically just doing that for me and hiding the details really.

To be fair, rereading the post I realize I did make it sound like you would only need this for positioning sprites. I'll see about rewording it.

Or maybe we're both talking about the same thing and you're taking a different approach. That is fair too.