Unity.Mathematics.FixedPoint

Fixed-point extension of Unity's C# math library based on FixedMath.Net and Unity.Mathematics. (by danielmansson)

Unity.Mathematics.FixedPoint reviews and mentions

Posts with mentions or reviews of Unity.Mathematics.FixedPoint. We have used some of these posts to build our list of alternatives and similar projects.
  • Fixed point math and determinism in Unity
    1 project | /r/Unity3D | 24 Jul 2023
    I just found out about determinism and that you need fixed point math for the output to be the exact same 100% of the time. I need it, because I use "prediction system" that needs to 100% match what is going to happen and also save all of the information like velocity, direction, position and then load it and apply to, again, get 100% exact result. So I decided to use the Unity.Mathematics.FixedPoint library for this and I want to make sure I understand how to use it properly. It has the custom struct called "fp" that takes decimal and then fpmath with functions like mul(fp, fp), abs(fp) etc. First I can't find anywhere on how to properly use it. Do I just convert use fp for any math and then convert it back to float to use for something like rb.velocity += value, or do I do something else?If fp is a decimal why can't I just use decimals without any libraries for math and then convert it back to float? And another thing is that the fpmath doesn't have functions like add, substract and other simple math functions.

Stats

Basic Unity.Mathematics.FixedPoint repo stats
1
142
10.0
about 3 years ago

danielmansson/Unity.Mathematics.FixedPoint is an open source project licensed under MIT License which is an OSI approved license.

The primary programming language of Unity.Mathematics.FixedPoint is C#.


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