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Understanding Quake’s Fast Inverse Square Root
Quote: The following code is the fast inverse square root implementation from Quake III Arena, stripped of C preprocessor directives, but including the exact original comment text:
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float Q_rsqrt( float number )
{
        long i;
        float x2, y;
        const float threehalfs = 1.5F;
 
        x2 = number * 0.5F;
        y  = number;
        i  = * ( long * ) &y;                       // evil floating point bit level hacking
        i  = 0x5f3759df - ( i >> 1 );               // what the fuck?
        y  = * ( float * ) &i;
        y  = y * ( threehalfs - ( x2 * y * y ) );   // 1st iteration
//      y  = y * ( threehalfs - ( x2 * y * y ) );   // 2nd iteration, this can be removed
 
        return y;
}
Here's a good explanation I found at betterexplained.com.
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Ches Koblents
September 2, 2012
 
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