Re: [GD-Consoles] PS2 floating point
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From: J. G. <jg-...@jg...> - 2003-02-27 14:31:54
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Hi Brett, Out of interest what was the problem with your implementation? I found that -fshort-double stopped some of the problems I was having with one issue when I tested some float stuff a while ago. However, if the code is the problem then this would not solve that. JG Research (GameBrains) wrote: > Gareth, > Found it! (moved to chapter 8 in 6th edition). Thank you very much! > Brett > > ----- Original Message ----- > From: "Gareth White" <gw...@ra...> > To: <res...@ga...> > Cc: <gam...@li...> > Sent: Thursday, February 27, 2003 2:49 PM > Subject: Re: [GD-Consoles] PS2 floating point > > >> There are indeed subtle differences between the PS2 and the IEEE implementation. >> >> Try the 'EE Core User's Manual' (2nd Edition), Page 77, Chapter 4 >> 'Floating-Point Unit (FPU)', section 4.8 'IEEE 754 Compatability' >> >> Cheers. >> >> --- >> Gareth White - Engine Programmer - Ratbag Pty Ltd >> Level 8, 63 Pirie Street, Adelaide, SA, Australia, 5000 >> Ph: +61 8 8223 5830, Fax: +61 8 8223 5746, Mob: 0403 942668 >> http://www.ratbaggames.com/ >> >> ----- Original Message ----- >> From: "Research (GameBrains)" <res...@ga...> >> To: <Gam...@li...> >> Sent: Thursday, February 27, 2003 4:46 PM >> Subject: [GD-Consoles] PS2 floating point >> >> >> Hello, >> Our physics engine is experiencing some odd behavior on the PS2. We traced it >> to our resting contact force calculation where sometimes it seems the result is >> not quite right, but it works fine on other platforms. I don't know if it's an >> urban legend or what, but I have heard that the PS2 has some quirks with regard >> to floating point numbers and so I thought I would just ask and see if this is >> something I need to look at or not. If so, what are the differences between the >> PS2 IEEE implementation and is there a doc describing them? >> Thanks, >> Brett |