in game timers with blitz3d

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How can you trust a Blitz3d Float value out 11 decimals and then multiplying that by another minute factor which will result in a virtual 0. And we all know that a virtual 0 over 10,000 scans is still 0!
If you multiply the Delta-time against the CHANGE IN VALUE and not the ACTUAL VALUE, then a net zero result will not matter (the original value stays the same).

For example, instead of doing this:
value# = value# * deltatime#
you would do this:
value# = value# + change# * deltatime#

As far as Blitz floats only being 32 bit, that's a limitation of Blitz floats, not of the Delta-timing code.