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[Freeciv-Dev] Re: (PR#13290) The Great Multiplication
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[Freeciv-Dev] Re: (PR#13290) The Great Multiplication

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13290) The Great Multiplication
From: "Peter Schaefer" <peter.schaefer@xxxxxxxxx>
Date: Mon, 20 Jun 2005 10:23:09 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13290 >

Well, I kind of like the simple values of 1 unit per tile because they
are simple to follow and understand. This was one of the virtues of
civ

if you multiply by 10 or even 4 you will get numbers that are even
harder to add up in your head. I suppose especially for trade using
floating point internally would be ok, since trade is the resource
most multiplied and divided, isn't it?

may I propose that you use random rounding(x)= (int)(x+rand[0,1) ) or
keep a bucket for each player where you toss the rounded down trade
into, e.g. into the treasury?

I suppose one could declare all numbers to be 1 = 1k, multiplying by
1.000 still leaves the option of displaying it without the fractions.
Increases the chance for integer overflows though.


--Peter


On 6/20/05, Jason Short <jdorje@xxxxxxxxxxxxxxxxxxxxx> wrote:
> 
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13290 >
> 
> Benoit Hudson wrote:
> 
> > And then, instead of 10, why not 100 or 1000?
> 
> Another possibility we discussed was simply using floating point.
> 
> -jason
> 
> 
> 
> 
>





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