On Sunday, 20 November 2016 at 22:36:12 UTC, Chainingsolid wrote:
I'm making an rts so the client/server model would require very
unrealistic bandwidth, hence the lock step peer to peer system.
Indeed, peer to peer require determinism I guess.
On Sunday, 20 November 2016 at 21:42:30 UTC, ketmar wrote:
On Sunday, 20 November 2016 at 21:31:09 UTC, Guillaume Piolat
wrote:
I think you can roughly have that with ldc, always using SSE
and the same rounding-mode.
ARM. oops.
No problem with ARM + x86 for double and float.
On Sunday, 20 November 2016 at 21:31:09 UTC, Guillaume Piolat
wrote:
If you use client prediction, and the server (authoritative)
sends the correct player position to clients regularly (action
game), then no determinism is actually needed. Ask Manu who
knows more about this.
I'm making an
On Sunday, 20 November 2016 at 21:31:09 UTC, Guillaume Piolat
wrote:
I think you can roughly have that with ldc, always using SSE
and the same rounding-mode.
ARM. oops.
On Sunday, 20 November 2016 at 19:12:06 UTC, Chainingsolid wrote:
I planning out a game that has to use a lock step, peer to peer
networking model to achieve multiplayer, and thus I need to
have any floating point used produce the exact same results, no
matter what, aka be completely
write your own software fp library. this is the only way to cover
all your broad cases.
I planning out a game that has to use a lock step, peer to peer
networking model to achieve multiplayer, and thus I need to have
any floating point used produce the exact same results, no matter
what, aka be completely deterministic. What would I need to do to
achieve this?