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Thanks for sharing! I liked Abyssal Infants a lot.

You know, I tried making a 2^16 length lookup table at one point and the rom stopped compiling (presumably I ran out of space on the cart). I wonder how the sqrt table does it.

Thanks.

Probably something else happened, I think 2^16 of s16 table is (2^16) * 2 bytes.

But SGDK have us covered on this with the fix16Sqrt function.

The main headache when I tried it was that I was getting above the f16 limits with multiplication, that's why I have the division with F320. I also looked at the source of fix16Div and it looks like that div is forced in assembly. I haven't tried to remove the div with shifting, but if this is possible, vector normals can become too cheap.