[gameprogrammer] Re: floating point vs fixed
- From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 17 Apr 2008 09:20:03 -0700
yeah its playback data
Ok thanks, sounds like the floating point really might give noticably
different results on different cpus :/
Thanks a bunch for the info
On Thu, Apr 17, 2008 at 8:37 AM, Matthew Weigel <unique@xxxxxxxxxxx> wrote:
> Alan Wolfe wrote:
> > It's not a networked game, you can share files with friends and thats
> > where the indiscrepancies would be a problem unfortunately
> >
>
> Errr... what are the files? Recorded gameplay that gets played back?
>
> I think you should be able to work around that... my inclination would be to
> focus on the results of actions in the play record, rather than trying to
> re-run the whole simulation.
> --
> Matthew Weigel
> hacker
> unique@xxxxxxxxxxx
>
>
>
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- References:
- [gameprogrammer] floating point vs fixed
- From: Alan Wolfe
- [gameprogrammer] Re: floating point vs fixed
- From: Matthew Weigel
- [gameprogrammer] Re: floating point vs fixed
- From: Alan Wolfe
- [gameprogrammer] Re: floating point vs fixed
- From: Matthew Weigel
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- » [gameprogrammer] floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- » [gameprogrammer] Re: floating point vs fixed
- [gameprogrammer] floating point vs fixed
- From: Alan Wolfe
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- [gameprogrammer] Re: floating point vs fixed
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- [gameprogrammer] Re: floating point vs fixed
- From: Matthew Weigel