I read the 1500 Archers paper on AoE, which specifies a networking model for RTS games known as "lockstepping", where only the actions and mouse positions each player issues are sent over the network. Contrary to the server-client networking model, this requires all clients to be able to simulate the game the exact same way.
How viable is it to use floating point numbers for things like unit positions?
Do all computers (including different operating systems) compute floats the same way, so that every client gets the same floating point error after every operation? What are potential pitfalls to look out for if trying to synchronise floating point arithmetic over multiple computers?
Would it be wise to go down the floating point route, or do you think it would be safer to keep all critical variables as integers?