On Sat, May 29, 2010 at 03:55:30PM +0200, Thilo Schulz wrote:
> On Saturday, 29. May 2010 15:15:09 Michael Menegakis wrote:
> > That still doesn't answer the question, I guess it's a response to the
> > guy that didn't know what it was. I mean, if the approximation has any
> > sideeffects on the end-game.
> 
> Possibly for movement, I think the inverse square root might be used for 
> computing normalized motion vectors. As an example on the effect this could 
> have is that you can (or cannot) jump certain heights that would not (or 
> would) be possible to jump with an exact calculation.
> Otherwise, the effect should really be hardly noticable, as the max. relative 
> error is 0.175% over all floats.
> 
> -- 
> Thilo Schulz

We've (referring to a mod community) have noticed that there are some
differences in id Software's release of Quake 3 and those executables
that are self compiled. Apparently the culprit in that instance was
'fast' vs 'precise' floating point integers, not that it's *entirely*
related but still somewhat interesting.

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