Actually, I'm pretty sure SB uses doubles.
That mudkip is so cute xP
Here is a simple explanation of how floating-point numbers work.
Let's say you're working with some numbers. You have to make lots of calculations, and you HAVE to write down every single result. The rule is: you only have enough space for 10 digits for each number. But there's a problem! Some of your calculations result in numbers as small as 0.00000000001, and other calculations result in numbers as big as 1000000000000000000. 10 digits CANNOT be enough to represent all those different values!
So what you do is this:
let's say you did a calculation, and the result you get is 0.000012341234123412341234.
What you do is you start with the most-significant non-zero digit, and you write as many digits as you can:
1234123412
That's 10 digits.
In another number, you write where the decimal point is - or in other words, how significant is the most significant digit of the number you just wrote.
In this case, it would be 5 digits to the left of the whole number. When this number is read later, everyone knows that this number is equal to:
0.00001234123412
In another calculation, the number you get is 5432154321235456003738.231489662.
This number is HUGE. But again, you only have 10 digits, so you do the same procedure and the number you end up with is:
5432154321000000000000
This is the same scale as the original number, but a lot of the less-significant precision was lost. Still, for many real-world purposes, it's fine.
Floating-point numbers do exactly this, except they do it in binary rather than decimal. Double is the same as float, except it uses more space and therefore allows for much greater accuracy, but it still has a limit.
The main thing to remember is that if you're working with numbers as big as, say, 1000000000000000000000000000, and you try to add or subtract them with numbers like 1, it's probably not going to do anything. But when we're talking about 3D calculations, in a game, the tiny calculation errors that may occur is really meaningless.
... I already know what a floating point number is. What's the point of your post?
#DOUBLEPRECISIONFLOATINGPOINT2016
Effectively, &H literal values have 'type' integer.