bagginsbill opened this issue on May 17, 2007 · 67 posts
kuroyume0161 posted Fri, 18 May 2007 at 8:32 AM
bagginsbill, have you checked out Jack Crenshaw's book "Math Toolkit for Real-Time Programming"? This is really a dissertation on decades' long experience crunching complex mathematical routines into real-time embedded systems. ArcTangent is covered in its own chapter. ;)
Now, just because this deals with embedded systems doesn't mean that something like old game approaches with limited angles and sin/cos tables. Here, accuracy is just as important as well as error minimization. This would need to be coded, unfortunately. In nodes, it might be quite a few - a few constants (using tan() on two), abs(), and a significant amount of math for the nodes. If there is a function node, this could reduce the overall node count.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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