From f799163914d3db6c6f93a73a39e9044c2a29b5fa Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Wed, 18 Aug 2021 13:20:41 -0500 Subject: [PATCH] [3.x] Improve the docs for the float type (cherry picked from commit 02a94ee977009c1944bcc9c3ee208f1218b09253) --- doc/classes/float.xml | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/doc/classes/float.xml b/doc/classes/float.xml index d62feb0bff..3d12c84a9a 100644 --- a/doc/classes/float.xml +++ b/doc/classes/float.xml @@ -4,9 +4,13 @@ Float built-in type. - Float built-in type. + The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The [float] type can be stored in [Variant], which is the generic type used by the engine. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code]. + Most methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers. + Math done using the [float] type is not guaranteed to be exact or deterministic, and will often result in small errors. You should usually use the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality. + https://en.wikipedia.org/wiki/Double-precision_floating-point_format + https://en.wikipedia.org/wiki/Single-precision_floating-point_format