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by jcranmer
1648 days ago
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> Decimal floats would operate just as we're used to, and would solve 95% of our floating point problems. It does not in fact solve the problem identified in this blog post (a non-associative issue). It does not solve any of the problems I generally see mentioned in topics like multiplayer video game desyncs (math libraries on different platforms don't return the same results). It's a pretty bold assertion that "95% of our floating point problems" would be solved. |
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Multiply 90.34326 by 0.1 and then 0.1 again? Once again, all platforms will correctly and EXACTLY give the result 0.9034326. No loss of precision at all. Or do it 0.1 times 90.34326 times 0.1. Same result (exactly the same). Do that with binary floats and you're in for a world of hurt.