Fast Inverse Square Studios

Fast Inverse Square Studios

Modern games. Legendary math.

An independent studio making story-driven games with modern technology — named for the bit hack that taught computers to normalize a vector without paying for a square root.

the name

Thirteen lines that
changed 3D games.

Lighting a 3D scene means normalizing millions of vectors a second, and normalizing means dividing by a square root — historically one of the most expensive things you could ask a CPU to do.

The fast inverse square root sidesteps it entirely. Reinterpret the float’s bits as an integer, subtract from a magic constant, shift, and you land within about one percent of the answer. One round of Newton’s method cleans up the rest.

It shipped inside Quake III Arena with a comment nobody has ever improved on, and the whole industry got faster. That is the kind of engineering we like: unreasonably clever, brutally practical, and in service of the thing actually being fun.

q_math.c — Quake III Arena
float Q_rsqrt( float number ){  long i;  float x2, y;  const float threehalfs = 1.5F;   x2 = number * 0.5F;  y  = number;  i  = * ( long * ) &y;  // evil floating point bit level hacking  i  = 0x5f3759df - ( i >> 1 );  // what the [expletive]?  y  = * ( float * ) &i;  y  = y * ( threehalfs - ( x2 * y * y ) );   return y;}

studio

How we work.

  1. Story first

    Mechanics are how a game works. Story is why anyone stays. We start with something worth saying and build the systems that serve it.

  2. Modern tooling

    Current engines, real pipelines, continuous builds. Tagging a release ships a build — no heroics, no crunch-week integration hell.

  3. Fun is the spec

    If it isn't fun in a grey-box prototype, no amount of art will save it. We prove the loop before we polish it.