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Best FixedPOint Math Explanation

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Fred Grott

Posts: 4361
Nickname: shareme
Registered: Jan, 2003

Fred Grott is Lead Developer-CEO of ShareMe Technologies LLC -The Mobile Future
Best FixedPOint Math Explanation Posted: Dec 8, 2006 12:01 AM
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I re-found the best FixedPoint Math explanation. Although, he doesn't go into why you would use fixed point math and shift operations to avoid multiplication and divide to speed up graphics on both FPU and non-FPU systems; Mik Bry still explains it quite well for JavaME Developers in this 2004 Khronos presentation(PDF format). Mik Bry you are missed within the JavaME community.

I guess I should explain a bit. Multiplication can be replaced in Mik's notes as shifts. Division replacement is a bit more work using Log2, shifts, and ln. See D Knuth's volumes to work out the details.

Because both the non-FPU and FPU systems and MIDP without jsr 184 and MIDP with jsr 184 overlap you can realistically use optimization of both math and java language in 2.5D and 3d before M3G games when you build M3G games. Business wise it works out to having the revenue while completing the M3G game because you target most MIDP 2.0 handsets and also having the optimization skills/knowledge from that experience.

Mik's approach was to delve into the OpneGL ES details to write a game engine to be embedded within a handset with an OEM which is obviously high risk. For most JavaME game developers my approach is more reasonable as far as business risks.

We miss you Mik Bry.

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