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so i was thinking about making my own "floating point data type" if you will. it'll probably be more of a tutorial on how one might manage floating point numbers if one wants. it would probably not use mantissa-exponent notation, as although it's very fast, it's expensive on memory. instead i was thinking of having a sign bit, then 12 bits for the integer part and 11 bits for the floating part. this would allow your maximum number to be 4095.2047. i know, it's small. i was thinking of having them be stored as four bytes, making the highest number 65535.32767, which i think is more reasonable since you get 4 digits in the floating point guaranteed, and a pretty high number as your integer part. this would allow for some basic floating point in axe. (quadratic solver anyone?) unless this is a feature quigibo plans to put in the final release and i'm just blabbing about floating point for nothing.

Quote from: nemo on September 02, 2010, 09:17:59 pmso i was thinking about making my own "floating point data type" if you will. it'll probably be more of a tutorial on how one might manage floating point numbers if one wants. it would probably not use mantissa-exponent notation, as although it's very fast, it's expensive on memory. instead i was thinking of having a sign bit, then 12 bits for the integer part and 11 bits for the floating part. this would allow your maximum number to be 4095.2047. i know, it's small. i was thinking of having them be stored as four bytes, making the highest number 65535.32767, which i think is more reasonable since you get 4 digits in the floating point guaranteed, and a pretty high number as your integer part. this would allow for some basic floating point in axe. (quadratic solver anyone?) unless this is a feature quigibo plans to put in the final release and i'm just blabbing about floating point for nothing.That would actually be fixed-point (cause the decimal point is in a fixed position)