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  1. I made some tests of this before doing this post,similar to those in your answer, and I knew about the prefab stuff, I thought you had realized that. But no collision was detected, I had also activated physics. Could it be that? By the way I am using Unity under Windows 10, I would like to make sure it works the exactly same way no matter what platform is used for developing. I intend to develop under Windows and for Windows to avoid any compatibility issues. [EDIT:] I managed to get it work by starting all over in a new project. I also after hours discovered that "constrain" should _not_ be used for fixed objects like walls, if collision is to be detected correctly. Check "Kinematic" to stop it from moving my physics. Thanks for the help 🙂
  2. Hello, I wonder how to detect collisions between two instances of 3D objects, say spheres, created using "instantiate" and destroying both of them upon detection, and creating a third different one?
  3. Well I would not see why doubles does not work, Indeed I did not know Doubles was so powerful a data type so I thought the games used something else (Some games do but that's another story). And I asked it here on this forum, Just after I asked though, I found that someone had claimed that Adventure capitalist would use Double, and when I really divided the max exponent 300 down, I found it might be true. I did some crude experiments with an old Visual Studio compiler on my old XP machine. The only thing that could be a problem would be finding out the exponent string or amount of decimals to "render out" a number that the player sees. In VisualBasic you would use something similar to "If Instr(1, val(TheDouble), "E+15" >1), but that thing might be in C# as well. But I got very confused about the long array of values someone also suggested. With all complicated maths involved for upgrades, prestige etc, double is made for that and it would work out of the box, so I think your answer will be what I would go for for now. Thank you
  4. There got to be libraries for this, as there are many games out there. Either Double is far better in practic use in a game than it looks like when you show inconsistencies, and the games use them plus a routine that checks the end of the string for any "E+xxx" and translate it, or, there is some library they use for stuff that needs to go beyound "e+300", I have seen one of those games actually and it is written in Javascript, I have checked and there is a compiler+runtime for javascript that was included in the same folder. But as you stated, I will start looking for this. General C# libraries, how could they be made to work in Unity3D?
  5. Thank you, but as you say, the maths would be the issue, because for a Prestige points system, estimating the amount of prestige points will involve things like Square Root. Doing that with this method... well :-/.... So it might mean there are some libraries available somewhere for use with Unity3D, I just hope there are, if I ever want to exceed xxE+300, below XXE+300, double would probably do, As for the "Basics" you are talking of, yes. I saw a lot of tutorial on youtube and there are web pages on how to create the curves on how "hard" the game should be (i.e how much patience it should require to play, and at some points be frustratingly slow but suddenly fast again for a little while). One person on Youtube did a very through educational video, but the game used just single so the game he claimed to have developed, some infect-the-world- type game with viruses, germs and bacteria. Just to test it, I ran that and pushed it real hard. Not long before it showed "NaN" and stalled. As for Python, I try to avoid those languages, I am finishing a project as we speek written in one of those kind of languages, it will be the last I do with them. They are made to be easy to use, but the problem they tend to be slow and easy to make errors in them.
  6. One int between 0-9 for each number in the total value would be an array of at least 300 elements for a "full" use idle game I guess? I would really love to see a C sharp library that works with unity that has something like that, or soe similar method to store huge values with precision like that, unless "double" works. I will start experiementing soon, I had trouble after a reinstallation that screwed the VS 2017 installation up and I had to downgrade Unity a few version numbers because of some internal server service not working.
  7. Thank you, but the claim that it is simple to make such games is not going well together with the claim that that it would have more complex function than the math for the transactions, to me. But well I googled more and there are claims around that say a double would be enough for a game. But also other approaches. And I think lots of the games out there actually do the same. But what would be more complex than the maths? Iy's all about getting those curves to fit in in a manner that there is always something interesting to do. For example when there is no gold left for any upgrades, except for one, that one should be the one that is coming close to a mile stone.
  8. Well what I tried to show was that this "decimal" was not "big" enough for storing more than around 28 exp. It is used mostly with real money. I think it's why "m" is used as suffix. (-7.9 x 1028 to 7.9 x 1028) / (100 to 1028) 28-29 significant digit As I said the method you describe looks great for storing infinite numbers, but as for those advanced calculations involved with idle games, prestige points, bonuses logaritms etcetera, it starts to get really troublesome. That was why I think double would work better. How severe would those "errors" be in a scenario that it is used in an idle game? Either a double or some kind of "library" that works with Unity3D that has such data type.
  9. I tried to calculate something that would end up with the value 1,e+21 in Windows calculator. This ended up with an error: Value too large. But a "Double" can handle it despite those errors. I suspect those errors are not that severe, at least not in Adventure Capitalist, I tried once to buy something costing 1.34 Quintillion I guess, I had just that value but yet, not until it was almost 1.35 quintillion or something, that thing was able to be purchased. So I don't know. Going through the hassle with advanced calculations, including Square Root (For Prestige points) using endless arrays of "ints" like you suggested (How is that even possible without writing a CPU emulator of some sort?), or deal with small errors, a few hundred gold points would that matter indeed when you have around quintillions? I wish Unity3D had a template for these kind of games, because it is so popular and I seen templates for other genrtes, including puzzle.
  10. I am not really sure where you would get. I take it that once rounded just once, it starts to grow "errors". But if I don't use int at all in any place, this should not matter, or why is double at all available as a data type if it is this incorrect? And also, it's MUCH easier to apply those complex maths involved in idle games with a double than with that array. I guess that java script was a demonstration on how to prepare the values for display only. Not to be calculated with. But I will experiment with the array too ofcourse. And I calculated those values with a calculation software and got 1,111e-10. Should it be that? In the software, the number was 0,0001 or so larger. But how can that matter in a game?
  11. It's interesting to know this. Also "borrowing" for subtraction would be done I guess? Good for space games as you said, but I am not sure if I need that for an incremental game, because I doubt it will matter as I will only be using double, unless I can extract the espression "+E15" or anything, and "scan" the number after the "E" to controll the "xx-illion". I am still not sure how to extract that so a "case" can be used to present this in a readable manner. Also I googled a lot about this and found there are many extremely complecated formulae and applying them to a Double would be easier than to an array like that I think. As for your claim that "double" would not hold precision enough, I did a test that repeatedly divided 10+E301 (max) down to way below 0.1 by 33 and then I multiplied it by 33 up again repeating the same amount of multiplications. I even added square and square root to the test and with all tests I ended up with a number that was the exactly same down to several decimals, those can be cut away according to some googling (javascript implementation) function prettify(input){ var output = Math.round(input * 1000000)/1000000; return output; }
  12. Do why not implement a division routine that that divides the double value and then truncates like for instance "int(value1*100)/3"/10? (Somehow the result should be cast back to a double). I mean anything divided with 3 will be inaccurate anyway sooner or later anyway as it is an infinite number of 3's. I also searched the web for Adventure Cppitalist and "double" and it came up that someone said it uses that type. Also there are more things to the original method you mentioned: Those large values are also found in upgrades, their prices and also how they influence the "Score". They must be able to also subtract, multiply and divide. How are those operations done on your array example?
  13. Thank you :-) It's quite a lot so I will save this to disk. In the now obsolete Microsoft VisualBasic 6 there was a data type called "Double" that could save really huge values, it could reach as far as "Adventure Capitalist". But I am not sure if that data type is in Unity C# and if it is, I doubt it is possible to cast the values to a string to check what number somes after "+E" to control things or translate. I guess it was there for some database purpose. I will experiment and see if I can find something similar once I get this you helped me with clear :-D
  14. How would all that look like? How would the math be done?
  15. That's one problem yes, the limit. Another is, how to have multiple "adders"? (Called "Profits" in AdCap), All of those need to be able to store data the same way, and also, how to do maths between this, for example if an adder is supposed to multiply it's value by a vertain number. Doing one of the four calculation operations (+-*/) on them, they need to be compatible somehow. But how to do that?
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