   Sending deltas with floats
  Its obvious how to send deltas with integers, just use a smaller type (if you''re using 32 bit but the change < 65536 use 16 bit, etc.). But with floating point it seems to be a bit more complex, does anyone have any ideas on sending good deltas with floating-point values?Thanks, ~SPH 
  You could use fixed point representation so long as you know the range and accuracy you require. For example, 6.10 format (16 bit, rather than 32) would give you -32 -> +31 with 1/1024 resolution.You''d need to do the bit munging yourself but it''s straightforward to do.  ;  Fixed point is the best representation for position and orientation in a game. They are, however, difficult to manipulate with standard floating point routines such as sine/cosine/tan/log/exp functions. If your fp requirements can be constrained to trig functions, then you could use CORDIC algorithms to perform those instead of converting to double and back.CORDIC: http://www.dspguru.com/info/faqs/cordic.htmhttp://www.andraka.com/cordic.htmhttp://www.gamedev.net/reference/articles/article406.asp-cbPS: Added cordic rotator article.   [edited by - cbenoi1 on August 4, 2003 9:11:24 AM];  Could u break apart the exponent and fracton bits of the floating point and try to quantinize those using ur interger quanitization routines?-ddn