[gameprogrammer] Re: floating point vs fixed
- From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 17 Apr 2008 07:32:32 -0700
It's not a networked game, you can share files with friends and thats
where the indiscrepancies would be a problem unfortunately
On Wed, Apr 16, 2008 at 11:24 PM, Matthew Weigel <unique@xxxxxxxxxxx> wrote:
> Alan Wolfe wrote:
>
> > Are the floating point tables different enough on different CPUs to be
> > worried that a simulation would run substantially different on
> > different systems?
> >
>
> Some things you don't mention: I'm assuming this game is networked, and
> therefore you might get different results for the same simulation step on
> different machines? Is a single machine authoritative for any given
> simulation, or do multiple machines have to agree on the synchronization at
> each step?
>
> If you have to synchronize multiple simulations across multiple computers,
> I'm inclined to say floating point will cause you a world of hurt. Small
> errors in calculation can lead to ultimately big differences. "How much
> health does unit X have" can vary quite a bit if some damaging effect was in
> range on one machine, and out of range on another.
>
> If you can have a single authoritative source for each such calculation -
> like a network-wide "X just got damaged for Y points" event if the unit is
> within range, sent by the master for that event to everyone else - you can
> probably mitigate it.
> --
> Matthew Weigel
> hacker
> unique & idempot.ent
>
>
>
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