Incorrect Floating Point comparisons with NaN

Blitz3D Forums/Blitz3D Bug Reports/Incorrect Floating Point comparisons with NaN

My point was that if the most famously efficient programming language in the world can afford to get floats right mandatorily without annoying the nerdiest of the optimizing hacker nerds, it's probably not much (if any) of a performance hit to do it properly. I suspect this was a mistake as opposed to a design decision.