For Android, should I use the float datatype more often for my game, or just cast to float when drawing?
<p>Android uses the RectF structure for drawing bitmaps. I am working on my game structure, so for example, a Sprite will have and x/y coordinate, width, height, speed, and so on. This means every time in my render loop I have to cast those integers to floats when figuring out the source/target RectF's to use... alternatively, I can be far more universal and use floats everywhere so that when it comes time to simulate the physics and render, all of the types are already of the same type... even if it is unnecessary for what the property is (I don't need a float for "x position", but will have to cast it when rendering if not).</p>

<p>if floats generally are 2-10x's more ineffient (per <a href="http://developer.android.com/guide/practices/performance.html">http://developer.android.com/guide/practices/performance.html</a>), what is the proper course to take? </p>

<p>TLDL: Should I cast int's to float on render, or just have all of the contributing variables be floats to begin with, even if floats are inefficient? How inefficient is a typecast?</p>
