![]() ![]() ![]() It is possible to get deterministic results for floating calculations across multiple computers provided you use an executable built with the same compiler, run on machines with the same architecture, and perform some platform-specific tricks. If your physics simulation is itself deterministic, with a bit of work you should be able to get it to play back a replay of recorded inputs on the same machine and get the exact same result. Unfortunately, the answer is not a simple “yes” or “no” but “yes, if…” What exactly is going on? Are floating point calculations deterministic or not? Other folks say that AMDs give different results to Intel machines, and that SSE results are different from x87. People even report different results on the same machine from run to run, and between debug and release builds. ![]() Physics simulations use floating point calculations, and for one reason or another it is considered very difficult to get exactly the same result from floating point calculations on two different machines. It is clear that the only possible solution in this situation is to attempt a deterministic networking strategy.īut we run into a problem. Perhaps you have a complex physics simulation with lots of rigid body state, or a cloth or soft body simulation which needs to stay perfectly in sync across two machines because it is gameplay affecting, but you cannot afford to send all the state. In fact, this strategy has been used for many years in RTS games for precisely this reason with thousands and thousands of units on the map, they simply have too much state to send over the network. This is a very attractive synchronization strategy because the amount of network traffic depends on the size of the player inputs instead of the amount of physics state in the world. over the network, one could synchronize the simulation implicitly by sending just the player inputs. The basic idea is that instead of synchronizing the state of physics objects directly by sending the positions, orientations, velocities etc. Lately I’ve been doing some research into networking game physics simulations via deterministic lockstep methods. Find out more about paid Nintendo Switch Online memberships.Hi, I’m Glenn Fiedler and welcome to Networking for Game Programmers. Some online services may not be available in all countries. ![]() The Nintendo Account Privacy Policy applies. To use online services, you must create a Nintendo Account and accept the related agreement. Any online play modes require a paid membership to Nintendo Switch Online. This software includes modes or features for which an internet connection and a paid membership to Nintendo Switch Online are required. Purchases made or demo downloads activated through the Nintendo website are processed via Nintendo eShop. To find out more, visit our Support section. For automatic download, your system must be updated and connected to the internet with automatic downloads enabled, and it must have enough storage to complete the download. You'll need to have your console registered as the active console for downloads for your Nintendo Account by visiting Nintendo eShop on the device you wish to download on at least once. To be able to purchase download games or download demos and free software from Nintendo eShop on the official website, you'll need to have a Nintendo Account which is linked to your Nintendo Switch console. ![]()
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