#import "@local/handout:0.1.0": * = Introduction In 2005, ID Software published the source code of _Quake III Arena_, a popular game released in 1999. \ This caused quite a stir: ID Software was responsible for many games popular among old-school engineers (most notably _Doom_, which has a place in programmer humor even today). #v(2mm) Naturally, this community immediately began dissecting _Quake_'s source. \ One particularly interesting function is reproduced below, with original comments: \ #v(3mm) ```c float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // [redacted] y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } ``` #v(3mm) This code defines a function `Q_sqrt`, which was used as a fast approximation of the inverse square root in graphics routines. (in other words, `Q_sqrt` efficiently approximates $1 div sqrt(x)$) #v(3mm) The key word here is "fast": _Quake_ ran on very limited hardware, and traditional approximation techniques (like Taylor series)#footnote[Taylor series aren't used today, and for the same reason. There are better ways.] were too computationally expensive to be viable. #v(3mm) Our goal today is to understand how `Q_sqrt` works. \ To do that, we'll first need to understand how computers represent numbers. \ We'll start with simple binary integers---turn the page.