Hi,
Developing the networking for TT, I’d like to keep things simple and simply assure that all game state is altered in the exact same way on all clients. That is, only game state altering events will be sent over the network, and no correction of different states on different machines will be needed.
The downside to this approach, is that I need to compute game states updates exactly the same, even on different platforms, and then I wondered what to do about the floating point game state we need? The tedious solution is fixed point integer math, but is there any easy way out through the strictfp keyword? As I see it, the keyword assures that all IEEE floating point operations follow the same rules, but I’d like the be certain. Game state differences through floating point differences would probably be hard to detect, and I can’t figure out a good way to test/prove it. And I wouldn’t wan’t to build game state on floating points and then months later discover I need to change it all to ints.
- elias