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Even scientific calculation would be fine with 32 bit floats, but average floating point error due to representation creeps with ON (iirc) over N multiplications, so you have to use 64 bit for many scientific applications to get satisfactory results after a million or a trillion multiplications.



Not really - https://en.wikipedia.org/wiki/Numerical_stability

If your algorithm is not stable then even 64-bit won't help you.

Compare Euler vs Verlet - https://en.wikipedia.org/wiki/Verlet_integration


You're making a different argument.


Which problem that has stable algorithm would require 64-bit then?


What they typically do in 3d gaming is update the matrix that holds the transformation by a left multiplication, every time the camera changes. So

Tn = U_{n-1} * U_{n-2} * .... * U_0 * T_0

After a while,your matrix accumulates errors, but it's easy to just start and take a fresh one.


> Even scientific calculation would be fine with 32 bit floats

It really depends on the algorithms in question and the error tolerances.




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