Hi community :)

With respect to the **IEEE Standard for Floating-Point Arithmetic** (also known as **IEEE 754**) there are several types of floating-point numbers like float (32 bit) and double (64 bit) where float is single precision and double is double precision.

The standard mentions that float is able to represent ~7.2 decimal digits and double is able to represent ~15.9 decimal digits. And that is where I'm a little confused about how Godot represents floating-point numbers.

In GDScript I try to compute 1.0/3.0 and print the result with 16 decimal digits to check the amount of significant digits of floating-point numbers in Godot. This is the code of interest:

```
var result = 1.0/3.0
print("%.16f" % result)
```

The output of the above code is: `0.3333333333330000`

If I try the same computation in Java or C++ I always get:

`0.33333334`

(in case of float)

`0.3333333333333333`

(in case of double)

So why does Godot represent floating-point numbers with 12 significant digits? This is not what I would expect with respect to **IEEE 754**.

Can anyone explain the above result? Or is the `print()`

function the problem?

Here is some data to my OS and the used Godot version:

OS: Windows 8.1, 64 Bit

Godot version: 3.0.2 stable

Thank you :)

This could be a bug or a mistake on the engine side, you should probably open an issue on GitHub.