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Hevipelle's Antimatter Dimensions swapped from decimal.js to break_infinity.js. Once the update is out, I will provide the devs of these two incremental games also swap for that sick performance gainz.
AD script time improved by 4.5x after swapping from decimal.js to break_infinity.js. This could be your incremental game:
EDIT: Don't know what Idle Bouncer uses, can check that game too
EDIT 2: Apparently Trimps uses decimal.js?! Does that game even go above 1.78e308? EDIT 3: It uses it just to make it so breeding times don't flip out when you have an extremely small or large amount of Trimps.
The text was updated successfully, but these errors were encountered:
First step for swarmsim to use this is for https://github.com/erosson/swarm-numberformat to support it. Tried that by replacing require('decimal.js') with require('./break_infinity.js'), but something broke - will isolate the issue later, when I'm more awake.
I've been meaning to swap https://github.com/MikeMcl/decimal.js-light into swarmsim and compare its speed with decimal.js; now there's more competition. A decimal.js-light comparison here would make my decision easier, and give you a third perf chart to show off.
Thank you for the fixes! Found that swarmsim also needs #18. The other two fixes are enough to advertise that this works with swarm-numberformat, though! Added to its docs.
Hevipelle's Antimatter Dimensions swapped from decimal.js to break_infinity.js. Once the update is out, I will provide the devs of these two incremental games also swap for that sick performance gainz.
AD script time improved by 4.5x after swapping from decimal.js to break_infinity.js. This could be your incremental game:
EDIT: Don't know what Idle Bouncer uses, can check that game too
EDIT 2: Apparently Trimps uses decimal.js?! Does that game even go above 1.78e308? EDIT 3: It uses it just to make it so breeding times don't flip out when you have an extremely small or large amount of Trimps.
The text was updated successfully, but these errors were encountered: