Post #2797275
2026-04-16 08:23 UTC
@lisyarus@mastodon.gamedev.place the approxEqual implementation known is bad not because one often don't need to use it, but because when one does need to use it, it may fail spectacularly because e.g. it's being used with x, y of the “wrong” magnitude (either too small or too large) for that somewhat arbitrary choice of epsilon. And sure enough, a lot of poorly written numerical code *does* have that issue, but in a discussion about whether epsilon checks are needed or not,
2/n
Replies (1)
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@oblomov@sociale.network 2026-04-16 08:29
@lisyarus@mastodon.gamedev.place I would expect it to go into more details about how the epsilon itself may be defined “sensibly” (or at least: more than the bullets in the user input case study ;-)). 2bis. Well, then I consider myself lucky to never having seen it used in that context 8-D 3. Which claim, sorry? That GJ is a poor algorithm in general or that the loss of precision due to only checking for 0 rather than epsilon can become catastrophic? Because 3/n