prevent divisions through "0" or nearly 0. I guess you have a FPS bound movement and do not have an FPS precalculation before players can do anything to prevent the 0 division problem.
a possibility is:
function divide#( a#, b# )
epsilon# = 0.0001
if b > epsilon
return a / b
else
return a / epsilon
endif
end function
haven't had NAN cases so far beside the 0 division
a possibility is:
function divide#( a#, b# )
epsilon# = 0.0001
if b > epsilon
return a / b
else
return a / epsilon
endif
end function
haven't had NAN cases so far beside the 0 division