
Originally Posted by
mirv
I suggest going into some OpenGL programming - you'll see the need for floating point the first time you do a divide. Projection matrices alone using FOV setup will need it for the math. It's just one of those things; integer math won't cut it.
The selection of units is completely arbitrary and dependent upon what you're doing. Chemical compound modelling will have a different scale to star chart viewing for example - and neither one would be based upon metres. It's better to think of them as relative numbering scales for the dimensions that you're working with.
As for integer based numbering by shifting the decimal point, I have seen that being done (I think the original UnrealScript might have done it actually - all "floats" were limited to 4 decimal places, which suggests that's what they did), but on-screen jitter will occur if you use it for absolute co-ordinates of underlying data. Floating point gives you the better precision, and the hardware FPU is fast enough (particularly on GPUs), so there's no reason not to use it.