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www.yosoygames.com.ar | ||
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randomascii.wordpress.com
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| | | | | Is IEEE floating-point math deterministic? Will you always get the same results from the same inputs? The answer is an unequivocal "yes". Unfortunately the answer is also an unequivocal "no". I'm afraid you will need to clarify your question. My hobby: injecting code into other processes and changing the floating-point rounding mode on some threads... | |
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gafferongames.com
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| | | | | Hello readers, I'm no longer posting new content on gafferongames.com Please check out my new blog at mas-bandwidth.com! Introduction Hi, I'm Glenn Fiedler and welcome to Networking for Game Programmers. Lately I've been doing some research into networking game physics simulations via deterministic lockstep methods. The basic idea is that instead of synchronizing the state of physics objects directly by sending the positions, orientations, velocities etc. over the network, one could synchronize the simulation implicitly by sending just the player inputs. | |
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erikmcclure.com
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| | | | | Today, there was an announcement about a new RISC-V chip, which has got a lot of people excited. I wish I could also be excited, but to me, this is just a reminder that RISC architectures are fundamentally unscalable, and inevitably stop being RISC as soon as they need to be fast. People still call ARM a "RISC" architecture despite ARMv8.3-A adding a FJCVTZS instruction, which is "Floating-point Javascript Convert to Signed fixed-point, rounding toward Zero". Reduced instruction set, my ass. | |
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lenholgate.com
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