|
|
|
|
|
by aquarin
2084 days ago
|
|
I have brief look at this book and it looks nice and easy to read, however I noted the author works with floating point numbers and in some places, you can see snippets like this: // are the two points in the same location?
if (x1 == x2 && y1 == y2) {
return true;
} You should never compare two floating-point numbers for equality.
Use interval and < > to determine if two numbers are close. |
|
... when their values come from an arithmetic computation.
Here's a counter example: Quake's collision code makes extensive use of `if(trace.fraction == 1.0f)`, which basically means "could the whole move be done without colliding?". This makes sense, because `fraction` is explicitly initialized to `1.0f`, and gets potentially overwritten with lower values in case the ray intersects colliders.
This could also make sense when dealing with clamped values, e.g:
``` const float ratio = clamp(some_computation, 0.0f, 1.0f); if (ratio == 0.0) { // ... } ```
In both cases, the zero or one being compared to isn't a result of an arithmetic computation ; it comes from an assignment with a known constant (e.g inside `clamp`).