been thinking about mechaenetia a bit.
Why use floating point numbers when fixed point exists? (i am only thinking in relation to the voxel grids and universe grid)
sure they are much simpler to use and quite fast. But in a voxel game usecase they dont perfectly fit in. For example, with floating point, the closer you are to 0 on the grid, the more detailed you get, and the further out the less detailed you get. With fixed point, this in no problem, if you are at 0.0 or 31204.0 they will be equally accurate. The benefit of this is that you Only pay for the accurasy you get, instead of what flaoting point gives you where you have to pay for accurasy thats outside of the world, and too detailed to be noticed
Sure shaders dont support them natively so turning fixed point to floating will be required when interacting with the shader. But this might not be as huge of a problem as computers are super fast. Which means the only other problem will be the developer experience.
There are for certain some points i forgot to bring up, so feel free to come with them.