Original Post
I've been looking through the various threads on this forum about fast sqrt and inverse sqrt approximations, and have also been looking at the relevant code in the Doom 3 sdk, and have a couple of questions. 1. I understand enough about the methods used to know that it relies on the specifics of 32 bit IEEE floating point representation. So I assume that means the code breaks if the representation changes? What happens on 64 bit machines like the Mac G5? 2. And, is it worth it? Or would you generally be better off (and close to as fast) using the standard functions, which I assume are gauranteed to be portable and consistent from platform to platform? (Please excuse me if the question seems naive, but it involves some areas I don't know much about, i.e. floating point architecture, etc.)