Dealing with numbers in a computer is tricky. The current version of Crochet only offer support for a small part of this problem, which is more likely to happen when writing interactive fiction. Future versions will extend the numeric tower to cover other use cases, but do note that Crochet is not designed for things like heavy numerical analysis or scientific computing, so those spaces are unlikely to be covered in the standard library.
The numeric tower in Crochet has two types:
integertype can represent any integral number accurately, at the cost of computing power and memory to do so. That is, the further the number is from 0, the more memory is needed in order to represent it—and the more computing power is needed to perform arithmetic operations on it.
Floating points: the
float-64bittype is an approximation of fractional numbers that always consumes 64 bits of memory. It can accurately represent some integral numbers, and approximate some decimal numbers with varying degrees of precision.
float-64bit type follows the IEEE-754
specification, natively supported in hardware. Approximations always
consume 64 bits of memory, which means that integral numbers very far
from 0 and fractions are not going to be accurately represented in
Operating on floats means that you’re always operating on approximations, and it’s easy to lose precision, in particular when division operations are involved.
Because games generally deal with perceptual values, rather than accurate values, these approximations are usually not a big issue. Efficiency and parsimonious use of memory are more important.
Operations in Crochet can mix floating points and integers. For example,
1 + 2.5 is supported in Crochet. Whenever this happens,
the result of the operation will be promoted to the type that can best
approximate it. Currently, that means that any operation mixing floats
and integers will result in a floating point number—because integers
cannot approximate fractional numbers at all!