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Reproducible behavior and float precision

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Hi! I'm trying to make a determinist scene based on user inputs, I'm using a fixed time game loop and I will implement a lockstep network model too. The problem is with float calculations. When I launch the game twice using the same stream user input I obtain different results at the end of timeline, dinamic objects positions are slightly different. How can I fix it? I try to use _controlfp_s win32 function but doesn't work. Thanks.

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