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@rygorous@mastodon.gamedev.place

Post #2797256

2026-04-14 22:00 UTC

@Doomed_Daniel@mastodon.gamedev.place @zeux@mastodon.gamedev.place @lisyarus@mastodon.gamedev.place all three of these provided reasonable error bounds in the same ballpark but disagreed on the exact results, and simulating each of those with any of the others was impractically expensive. Hence compilers doing a best-effort mapping and language standards not saying much on the topic. What IEEE thinks about it, nobody really asked in the first place.

Replies (1)

  • @Doomed_Daniel@mastodon.gamedev.place @zeux@mastodon.gamedev.place @lisyarus@mastodon.gamedev.place at this point, #3 is functionally dead, and most things that used to be in category #1 by now have moved to #2, i.e. FMAs used to be a "depends on the platform" thing and are now almost everywhere. The side effect being that a thing that used to show up on ports to a different platform (i.e. going non-FMA FMA targets) is now something that is showing up within targets, and the numerical env in general is much more homogeneous.

    Open ##2797257