Uuuh yeah sure, its an excuse that 0.1 can't be represented precise enough with large scale values if float is used ...
It's just 'wrong'. Calculators can do it, B3D can do it.
I don't give a stuff about any technical explanation.
A simple sum should return the right answer.
Why don't you just use int if you are unabled to program calculation stable stuff with float?
Working around something is fine. Having to like it is a different matter.
(you know, there is a whole 4 year study including Master just to learn how to do this and similar stuff avoiding floating point precision problems or even double precision problems)
That's handy. Whoever coded B3D seemed to have done the course. Maybe they should give the Bmax developer a few pointers... errr... hold on!
Anyway, I'm just using the opportunity to slag off the implementation again.