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	<title>Comments on: Magical Square Root Implementation In Quake III</title>
	<link>http://www.codemaestro.com/reviews/9</link>
	<description>The Coding Experience</description>
	<pubDate>Sat, 05 Jul 2008 23:48:31 +0000</pubDate>
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		<title>by: PNGout : Ramin Hossaini (blog)</title>
		<link>http://www.codemaestro.com/reviews/9#comment-6525</link>
		<pubDate>Thu, 10 Apr 2008 22:45:05 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-6525</guid>
					<description>[...] For those who don&#8217;t know, Ken Silverman is the programmer that created the game-engine for Duke Nukem 3D. Silverman received lots of praise from John Carmack - which says a lot because Carmack is co-founder of ID Software and lead developer for games like Doom and Quake (he also wrote what is likely the fastest inverse-square-root function, but that&#8217;s a topic for another day). [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] For those who don&#8217;t know, Ken Silverman is the programmer that created the game-engine for Duke Nukem 3D. Silverman received lots of praise from John Carmack - which says a lot because Carmack is co-founder of ID Software and lead developer for games like Doom and Quake (he also wrote what is likely the fastest inverse-square-root function, but that&#8217;s a topic for another day). [&#8230;]
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		<title>by: Those old C bit tricks &#124; Oh Null!</title>
		<link>http://www.codemaestro.com/reviews/9#comment-2964</link>
		<pubDate>Wed, 05 Mar 2008 01:34:26 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-2964</guid>
					<description>[...] After spending a lot of years writing C code it is sometimes hard to get some of those "tricks" out of your mind. The thing I always felt about C was it seemed to encourage you figure out or use cool tricks. Couple that with graphics coding you can get some strange stuff like the infamous 0×5f3759df q_sqrt function. Even though some of them are fairly worthless in modern computing, they are fun to look at and think about why they work! [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] After spending a lot of years writing C code it is sometimes hard to get some of those &#8220;tricks&#8221; out of your mind. The thing I always felt about C was it seemed to encourage you figure out or use cool tricks. Couple that with graphics coding you can get some strange stuff like the infamous 0×5f3759df q_sqrt function. Even though some of them are fairly worthless in modern computing, they are fun to look at and think about why they work! [&#8230;]
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		<title>by: ATOzTOA</title>
		<link>http://www.codemaestro.com/reviews/9#comment-2046</link>
		<pubDate>Tue, 05 Feb 2008 09:26:31 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-2046</guid>
					<description>What the ???

Why can't someone ask Carmack how he conjured the magic number :)

And why isn't Newton's Approximation used in common mathematics?</description>
		<content:encoded><![CDATA[<p>What the ???</p>
<p>Why can&#8217;t someone ask Carmack how he conjured the magic number :)</p>
<p>And why isn&#8217;t Newton&#8217;s Approximation used in common mathematics?
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		<title>by: Cornell CS 322 - Intro to Scientific Computing &#187; Blog Archive &#187; Quake3&#8217;s fast invSqrt()</title>
		<link>http://www.codemaestro.com/reviews/9#comment-1918</link>
		<pubDate>Wed, 30 Jan 2008 04:01:27 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-1918</guid>
					<description>[...] CodeMaestro: Magical Square Root Implementation in Quake III [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] CodeMaestro: Magical Square Root Implementation in Quake III [&#8230;]
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		<title>by: Graeme E. Smith</title>
		<link>http://www.codemaestro.com/reviews/9#comment-179</link>
		<pubDate>Fri, 23 Nov 2007 10:26:57 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-179</guid>
					<description>Is anyone aware of a double precision implementation?  Presumably the magic number at the heart of the speed-up would need to be different.</description>
		<content:encoded><![CDATA[<p>Is anyone aware of a double precision implementation?  Presumably the magic number at the heart of the speed-up would need to be different.
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		<title>by: Quest3D&#124;Log &#187; Blog Archive &#187; Carmack&#8217; magic constant</title>
		<link>http://www.codemaestro.com/reviews/9#comment-160</link>
		<pubDate>Thu, 22 Nov 2007 10:09:51 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-160</guid>
					<description>[...] Article link [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Article link [&#8230;]
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		<title>by: Greg Dolley</title>
		<link>http://www.codemaestro.com/reviews/9#comment-159</link>
		<pubDate>Thu, 22 Nov 2007 04:37:40 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-159</guid>
					<description>Carmack didn't invent this implementation. It's an algorithm that has been around for about 20 years; Greg Walsh is suspected of inventing it. See the paper entitled, "Fast Inverse Square Root" by Chris Lomont for details. I think there's a link to it on this blog; if not, you'll find it on google for sure.</description>
		<content:encoded><![CDATA[<p>Carmack didn&#8217;t invent this implementation. It&#8217;s an algorithm that has been around for about 20 years; Greg Walsh is suspected of inventing it. See the paper entitled, &#8220;Fast Inverse Square Root&#8221; by Chris Lomont for details. I think there&#8217;s a link to it on this blog; if not, you&#8217;ll find it on google for sure.
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		<title>by: Primordial Ooze</title>
		<link>http://www.codemaestro.com/reviews/9#comment-158</link>
		<pubDate>Thu, 22 Nov 2007 02:26:11 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-158</guid>
					<description>&lt;strong&gt;links for 2007-11-22...&lt;/strong&gt;

 CodeMaestro » Magical Square Root Implementation In Quake III (tags: programming math) Mac Buyer's Guide: Know When to Buy Your Mac, iPod or iPhone (tags: mac shopping)......</description>
		<content:encoded><![CDATA[<p><strong>links for 2007-11-22&#8230;</strong></p>
<p> CodeMaestro » Magical Square Root Implementation In Quake III (tags: programming math) Mac Buyer&#8217;s Guide: Know When to Buy Your Mac, iPod or iPhone (tags: mac shopping)&#8230;&#8230;
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		<title>by: Mythor</title>
		<link>http://www.codemaestro.com/reviews/9#comment-152</link>
		<pubDate>Wed, 21 Nov 2007 13:09:53 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-152</guid>
					<description>The code is elegant but not written by Carmack.
Here is a short piece of the email

&#62;Hi John,
&#62;
&#62;There's a discussion on Beyond3D.com's forums about who the author of
&#62;the following is:

Not me, and I don't think it is Michael. Terje Matheson perhaps?

John Carmack


And here you can find the rest of the search for the origin of this piece of code: 

http://www.beyond3d.com/content/articles/8/</description>
		<content:encoded><![CDATA[<p>The code is elegant but not written by Carmack.<br />
Here is a short piece of the email</p>
<p>&gt;Hi John,<br />
&gt;<br />
&gt;There&#8217;s a discussion on Beyond3D.com&#8217;s forums about who the author of<br />
&gt;the following is:</p>
<p>Not me, and I don&#8217;t think it is Michael. Terje Matheson perhaps?</p>
<p>John Carmack</p>
<p>And here you can find the rest of the search for the origin of this piece of code: </p>
<p><a href="http://www.beyond3d.com/content/articles/8/" rel="nofollow">http://www.beyond3d.com/content/articles/8/</a>
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		<title>by: Daniel Mueller</title>
		<link>http://www.codemaestro.com/reviews/9#comment-148</link>
		<pubDate>Wed, 21 Nov 2007 10:01:10 +0000</pubDate>
		<guid>http://www.codemaestro.com/reviews/9#comment-148</guid>
					<description>And just to complete the References, here's another excellent paper on the topic (probably more interesting than the one by Chris Lomont) http://www.mceniry.net/papers/Fast%20Inverse%20Square%20Root.pdf</description>
		<content:encoded><![CDATA[<p>And just to complete the References, here&#8217;s another excellent paper on the topic (probably more interesting than the one by Chris Lomont) <a href="http://www.mceniry.net/papers/Fast%20Inverse%20Square%20Root.pdf" rel="nofollow">http://www.mceniry.net/papers/Fast%20Inverse%20Square%20Root.pdf</a>
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