Right, ok.

So in my example, I have Bitmaps being drawn to the Canvas (using an
adaptation of SpriteMethodTest which I referred to a few days ago).

1) The Canvas.drawBitmap() method takes two floats as coordinates, so
how can I avoid using them? Or if i was to pass 'integer' values,
would that mean they were treated as such, regardless of the method
signature?

2) Typical x and y points for my bitmaps are X: 281.01068 Y:
455.04297. When bitmaps get drawn to the screen, is this all wasted
precision? Is drawing at 281.01068 any different from drawing at
281.31343?


On Jun 8, 2:32 pm, Mark Murphy <[email protected]> wrote:
> Neilz wrote:
> > Hi all. I've read this in a few articles, that one should avoid
> > floating point operations within the physics update of a game.
>
> > But how do you really achieve this? Surely all half decent games are
> > going to involve this kind of maths?
>
> Use integer math.
>
> > Does it mean, convert all your variables to int, or use double
> > instead, or simply just cut it out as much as possible?
>
> For example, look at the Google Maps API, compared to the Location API.
>
> A Location object has a double for getLatitude() and getLongitude(). For
> light uses, that's fine.
>
> However, for Google Maps, trying to do everything in floating point
> would get too slow. Hence, the GeoPoint class has latitude and longitude
> as integer microdegrees -- 1E6 times the double value in degrees. This
> allows Google Maps to maintain a fair bit of precision while sticking
> with integer math.
>
> What you need to do for your game is come up with appropriate units of
> measurement such that you won't need fractional units, for whatever
> degree of precision you want. For example, instead of kilometers, do
> your calculations in meters, or centimeters, or millimeters.
>
> --
> Mark Murphy (a Commons 
> Guy)http://commonsware.com|http://github.com/commonsguyhttp://commonsware.com/blog|http://twitter.com/commonsguy
>
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