AquaticPenguin
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Posts posted by AquaticPenguin
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Speed will be further increased by rewriting the numerical integration in (unmanaged) C++, interfaced with C# through C++/CLI. The unmanaged C++ (compiled with clang) will use 80-bit extended precision 'long double' (64-bit mantissa instead of 53-bit) for added precision.
If speed is the aim, SSE extensions could be a faster alternative to x87 floating point but would require sacrificing extended precision.
A 64-bit KSP might be closer than we think(or at least Squad is working on it)
in KSP1 Discussion
Posted
x64 is a superset of the x86 instruction set, so I doubt there is any emulation going on.