This rather long chapter provided the details of floating-point numbers. You saw how C++ defines and stores floating-point numbers, as well as some potential problems with using them. In addition, this chapter introduced the concept of gamespaces. It showed how to use floating-point numbers to define objects in gamespaces. This is one of the most common uses of floating-point numbers in games. In Part 5 of this book, we'll expand the capabilities of gamespaces to include gamespaces that are larger than the screen. That will give us plenty of room to populate the gamespace with lots of interesting characters. Games usually store groups of characters in arrays, which is the subject of the next chapter. |