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Re: Re: Overriding libSystem's math functions
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Re: Re: Overriding libSystem's math functions


  • Subject: Re: Re: Overriding libSystem's math functions
  • From: "Mark Wagner" <email@hidden>
  • Date: Wed, 13 Dec 2006 14:11:06 -0800

On 12/11/06, Mike Blaguszewski <email@hidden> wrote:
On Dec 11, 2006, at 2:17 PM, Greg Guerin wrote:

> What do you intend to achieve by doing this?  At what cost?

The application is a multiplayer simulation game, which I'm porting
to the Mac. The simulation needs to stay basically in sync (no
cumulative errors) over the course of the game. It already works fine
PC<->PC, since the binaries are identical, but PC<->Mac or even PPC<-
 >Intel is harder.

The game is mostly graphics-bound, so taking a hit in FP performance
is probably okay. Since this is a port of an existing app, I'm trying
to do the easiest reasonable thing that will work.

How big a hit are you willing to take? If a 50x-100x increase in FP execution time is acceptable, then you can use a floating-point library that does not use the FP hardware at all. This will completely eliminate calculation differences between platforms.

--
Mark Wagner
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References: 
 >Re: Overriding libSystem's math functions (From: Mike Blaguszewski <email@hidden>)

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