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Thread: How does Fusion avoid divide by zero errors?

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    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleInstall Creator Pro
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    How does Fusion avoid divide by zero errors?

    I'm interested in the backend of Fusion, how it somehow can't divide by zero and returns 0 if it does (or will do?). How is this safeguard protection programmed into the engine?

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleUniversal Windows Platform Export ModuleSWF Export Module

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    I know that in the days of The Games Factory, you could crash TGF if you tried to perform a divide by zero in an event.

    I would assume nowadays this would be automatically cast to a NaN. Or maybe there's some code in the compiler that ANDs any operands of a division with %FFFF FFFF, and only performs the division if the result is non zero? There's many possibilities for handling this error in modern times & I'm sure fusion would be using one of those solutions by now

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    Quote Originally Posted by YesNoYes View Post
    I know that in the days of The Games Factory, you could crash TGF if you tried to perform a divide by zero in an event.

    I would assume nowadays this would be automatically cast to a NaN. Or maybe there's some code in the compiler that ANDs any operands of a division with %FFFF FFFF, and only performs the division if the result is non zero? There's many possibilities for handling this error in modern times & I'm sure fusion would be using one of those solutions by now
    It's weird how Fusion has a failsafe for this, but Unity doesn't, I wonder what Fusion's doing that Unity won't?

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