In this simple 2D game I'm planning, a recording of the player's play-through, final score, and initial game state are sent to a server. This server then replays the game and accepts or rejects the score. If accepted, the score obtained from the simulation is then entered into the leaderboard.
Obviously the hardware and operating system on the server will be different than the players'. I plan on using the chipmunk physics library to do the bulk of the work, but I have doubts that floating point arithmetic might not always be the same across different hardware, let alone an entire environment with interacting rigid bodies. I'm certain that a networked client/server model partially follows what I'm after, but I don't think I can accept any amount of simulation error...
Thanks in advance.
Edited by fastcall22, 27 October 2013 - 04:53 PM.