While the author mentions this is mostly applicable to things like FPGAs, there's also an application in gamedev (or any distributed physics simulation). Floating point calculations are tricky to get deterministic across platforms[0]. One solution is to skip floats entirely and implement a fixed-point physics engine. You'd need something like CORDIC to implement all the trig functionality.
I started working on such a thing as a fun side project a few years ago but never finished it. One of these days I hope to get back to it.
I started working on such a thing as a fun side project a few years ago but never finished it. One of these days I hope to get back to it.
[0]: https://randomascii.wordpress.com/2013/07/16/floating-point-...