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I'm currently using Godot's built-in Vector2 type to store values for this project. Unfortunately, each component of a Vector2 is a 32-bit float, which significantly limits the possible zoom depth. Normal standalone floats use 64 bits, it's just the vector ones that use 32. This significantly limits the maximum possible zoom in my application.
I previously tried implementing my own BigVector2 type, but it used way more memory than was reasonable, and was much slower than the built-in solution. Maybe I'll try two separate arrays for the real and imaginary components of each number or something.
It looks like Godot 4 may support 64 bit Vector2s as a compile-time flag: godotengine/godot-proposals#892, but I don't know if I want to wait for that to come out.
The text was updated successfully, but these errors were encountered:
I'm currently using Godot's built-in
Vector2
type to store values for this project. Unfortunately, each component of a Vector2 is a 32-bit float, which significantly limits the possible zoom depth. Normal standalone floats use 64 bits, it's just the vector ones that use 32. This significantly limits the maximum possible zoom in my application.I previously tried implementing my own BigVector2 type, but it used way more memory than was reasonable, and was much slower than the built-in solution. Maybe I'll try two separate arrays for the real and imaginary components of each number or something.
It looks like Godot 4 may support 64 bit Vector2s as a compile-time flag: godotengine/godot-proposals#892, but I don't know if I want to wait for that to come out.
The text was updated successfully, but these errors were encountered: