Reproducible behavior and float precision
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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