I used typedef in a common header and went with float as my default.
typedef real_t float;
I would not recommend using templates for this because it causes huge design problem as you try to use polymorphic/virtual function.
Why floats does work
The floats worked pretty fine for me for 3 reasons:
First, almost every physical simulation would involve adding some noise to the forces and torques to be realistic. This random noises are usually far larger in magnitude than precision of floats.
Second, having limited precision is actually beneficial on many instances. Consider that almost all of the classical mechanics for rigid body doesn't apply in real world because there is no such thing as perfect rigid body. So when you apply force to less than perfect rigid body you don't gets perfect acceleration to the 7th digit.
Third, many simulations are for short duration so the accumulated errors remain small enough. Using double precision doesn't change this automatically. Creating long running simulations that matches the real world is extremely difficult and would be very specialized project.
When floats don't work
Here are the situation where I had to consider using double.
- Latitude and longitudes should be double. Floats simply doesn't have good enough resolution for most purposes for these quantities.
- Computing integral of very small quantities over time. For example, Gaussian Markov process is good way to represent random walks in sensor bias. However the values will typically be very small and accumulates. Errors in calculation could be much bigger in floats than doubles.
- Specialized simulations that goes beyond usual classical mechanics of linear and rotational motions of rigid body. For example, if you do things with protein molecules, crystal growth, micro-gravity physics etc then you probably want to use double.
When doubles don't work
There are actually times when higher precision in double hurts, although its rare. An example from What every computer scientists should know...: if you have some quantity that is converging to 1 over time. You take its log and do something if result is 0. When using double, you might never get to 1 because rounding might not happen but with floats it might.
Another example: You need to use special code to compare real values. These code often has default rounding to epsilon which for float is fairly reasonable 1E-6 but for double its 1E-15. If you are not careful, this can give lot of surprises.
Performance
Here's another surprise: On modern x86 hardware there is little difference between raw performance of float vs double. The memory alignment, caching etc almost overwhelmingly dominates more than floating point types. On my machine a simple summation test of 100M random numbers with floats took 22 sec and with double it takes 25 sec. So floats are 12% faster indeed but I still think its too low to abandon double just for performance. However if you use SSE instructions or GPUs or embedded/mobile hardware like Arduino then floats would be much more faster and that can most certainly be driving factor.
A Physics engine that does nothing but linear and rotational motions of rigid body can run at 2000Hz on today's desktop-grade hardware on single thread. You can trivially parallelize this to many cores. Lot of simple low end simulations require just 50Hz. At 100Hz things starts to get pretty smooth. If you have things like PID controllers, you might have to go up to 500Hz. But even at that worse-case rate, you can still simulate plenty of objects with good enough desktop.
In summary, don't let performance be your driving factor unless you actually measure it.
What to do
A rule of thumb is to use as much precision as you need to get your code work. For simple physics engine for rigid body, float are often good enough. However you want to be able to change your mind without revamping your code. So the best approach is to use typedef as mentioned at the start and make sure you have your code working for float as well as double. Then measure often and chose the type as your project evolves.
Another vital thing in your case: Keep physics engine religiously separated from rendering system. Output from physics engine could be either double or float and should be typecasted to whatever rendering system needs.
float
is enough if you do it right. Looking forward to an actual answer :) – Quartersdouble
has enough precision that if you're measuring the distance of the Earth to the Sun, it can still distinguish a difference of a milimeter. Might be excessive. – Ferrertypedef float real;
Run a profiler with real as a float and real as a double and you'll see the difference. – Disbranchfloat
ordouble
. Write a macro that writes atemplate
perfect forwarding function that statically examines its arguments, determines if they aredouble
esque orfloat
esque, then forwards them toMYNAME ## d
or## f
depending. Invoke that macro in a header for each gl function you are using: basically write C++ style overloads, without having to do more than mention the common function name. Alternatively, use theTCHAR
pattern. Then test both. – Albanesedouble
if you want to use your physics engines on worlds larger than a kilometer or so. – Axolotl