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    How timely! I wrote some similar wrapping code last night.

    It’s interesting how older games managed their math.

    e.g.

    Doom was the last first-person shooter title by id Software to use a 16.16 fixed point representation for all of its non-integer computations, including map system, geometry, rendering, player movement etc. This was done in order for the game to be playable on 386 and 486SX CPUs without an FPU. For compatibility reasons, this representation is still used in modern Doom source ports.