by Dan East » May 18, 2007 @ 12:25pm
If your game does math real-time and needs to maintain a minimum FPS then fixed point will make a tremendous difference. I can't remember the exact numbers off the top of my head (maybe someone else can pipe in with them), but it was hundreds of cycles required to do a single floating point multiply. In fixed point you've got an integer multiply and a shift - just a couple instructions. So we're talking a factor of hundreds here, not just a few percent difference.
Dan East