Ok so not sure if this goes in this thread but...
I'm developing a level up forumla,
and when reaching over 1mil you hit stuff like
1.1e+012
^how much is that, and how does this work?
is this saying 1,100,000,000,000?
or what?
ID:155188
Aug 22 2011, 1:06 pm
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In response to DarkCampainger
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well i wasnt going after something that high, it was merely an example. I'm actually aiming for something else, and i was able to work it out with the right formula.
But thanks for clearing that up so 1.1e+06 is 1,100,000 right? |
In response to Komuroto
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I find it more efficient just to have 100 exp for a level up and just gain experience based on what you kill.
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In response to Lugia319
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Na, my game is too big for that.
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In response to Komuroto
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In response to DarkCampainger
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I'm kinda bad with scientific notation.
If i understand correctly: 1.1e+006 1,100,000 5e+007 50,000,000 5e+009 5,000,000,000 right or wrong? |
In response to Komuroto
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That's kind of a bad sign if your game needs a hundred trillion experience to level up in. I'm pretty sure BYOND only tracks numbers accurately up to a certain point in the first place, so using excessively massive numbers is probably not a good idea.
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In response to LordAndrew
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please dont make the assumption that, is what is needed.
I am only trying to understand how this works. I am not stating that this is what i need to level up.... Now like i said. If i understand this correctly: 1.1e+006 == 1,100,000 5e+007 == 50,000,000 5e+09 == 5,000,000,000 |
In response to Komuroto
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Those are all correct. 1.1e+006 means the same thing as 1.1 X 10^6.
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In response to Pepper2000
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sometimes i get something like
5e+09 instead of 5e+009 what is the difference? |
One million and any larger number will be represented in scientific notation. While 13 digit numbers are excessive for any project I can imagine, seven digit numbers are quite reasonable. Many games will, in the course of ordinary gameplay, allow over a million gold pieces, experience points, and so on, and you don't want to see unsightly scientific notation in a game.
Some have commented on designing the game in such a way that you never see a number that requires more than six digits. That's probably a good idea. But if you have a compelling reason to go beyond six digits, I think the best solution is to use a special datum to process large integers (in C, there are plenty of BigInt classes freely available that allow integers of arbitrary size, with the full set of arithmetic). I don't know if there exists such a library or piece of code for BYOND, but in the worst cast scenario, you can write what you need yourself in 15 minutes. |
In response to Komuroto
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Those numbers are the same, I think. Would BYOND output both of them? The leading zeroes in the exponent are meaningless, just as 8, 08, and 008 all refer to the same number.
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In response to Pepper2000
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Pepper2000 wrote:
... I think the best solution is to use a special datum to process large integers (in C, there are plenty of BigInt classes freely available that allow integers of arbitrary size, with the full set of arithmetic). I don't know if there exists such a library or piece of code for BYOND, but in the worst cast scenario, you can write what you need yourself in 15 minutes. http://www.byond.com/developer/Hobnob/bignum |
In response to DarkCampainger
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Excellent. I might use that myself.
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Also, I would say you should scale a [monster]'s experience reward to the player's level, instead of creating insane experience goals.