Closed insooneelife closed 8 years ago
Synchronization of floating-point numbers can be difficult, if anything because different platforms might perform floating-point computations slightly differently.
Using CRC to verify the synchronization will catch any discrepancies in what is compared, including floating-point numbers. That being said, it's possible to get false positives in desychronization if the floating points just very barely differ from each other.
Some games will choose to use fixed-point decimal numbers, rather than floating-point decimal numbers.
Here's a further discussion: http://gafferongames.com/networking-for-game-programmers/floating-point-determinism/
Hello!! The project and book were so impressive and helped me a lot! I read the chapter "implementing peer to peer" and there were so many good skills introduced. But I have some questions about float synchronization.
I've searched a lot but couldn't find reasonable float by integer library. I wonder how the games like "age of empires" achieved synchronization. They wouldn't have done it only with integer, isn't it??