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Old January 19, 2017, 21:25   #15
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Originally Posted by Derakon View Post
This might have been the case way back in the day when Angband was first written, but is really not the case any more. Certainly it is possible to make a slow roguelike by making unwise choices, but it's not going to be because you decided to use floating-point math instead of fixed-point, it's going to be because you decided to have hundreds of units all running A* pathfinding every turn, or because you're using software rendering to draw thousands of letters, one at a time, every time any aspect of the screen changes. Dumb algorithmic decisions are what will wreck you, not dumb formulaic decisions.
You are, of course, correct in principle, although at this point in its development starting to use floating point in Angband would be a great source of bugs. There's also the consideration that we don't know for sure exactly what architecture the game will "need" to run on in the future. So it will be staying integer only for now.
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