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Comment on Understanding Quake’s Fast Inverse Square Root

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I remember when this came up on gamedev.net many years ago and Chris Lomont (who, at least at the time - don't know about now, was a regular on the gamedev.net forums) came up with his paper explaining why this works (and coming up with a better constant). Brings me back :-P

Of course, this site is so much easier to understand than Chris' paper.

The history of this function (posted on Beyond3D[1]) is facinating too.

[1] Part 1: http://www.beyond3d.com/content/articles/8/ and part 2: http://www.beyond3d.com/content/articles/15/

The reason this site is easier to understand than the quoted paper is, of course, that it explains everything but the interesting part which is the subject of the paper.

True. I would love an idiot-explanation of that, so that I can understand it too.

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