Big NAN Troubles ...

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Now I think it may have something to do with the FPS calculation. The current fps# is then used to create a movement speed factor to move things framerate independently. Now when the user is looking away from the scene, watching the dark nothing, and assuming he has - for some reason - deactivated VWait in the DX settings, the framerate may jump up to hundreds or even thousands (tho I use Flip True, but maybe the DX Settings affect this as well?). This probably may result in a NaN and explain why the mousemovement affects the position. Probably I will add a limiter, something like "if frametime < 10ms then wait for some time" to prevent this.

Well at least it seems like I'm gonna hunt this bug down soonish.

Those Constants didn't work for me, when I print them out, it only says 0.0 or 1.0, But when I use:

global zero#=0.0
global nan#=zero/zero
print nan

surprisingly it wont result in a division by zero exception, but print "NaN" to the screen. so infact I can use it to effectively recognize a NaN.