Oups! I just noticed, thanks to iFlo, that the mailing list has removed
attachments...
You can find the patches here : https://gna.org/patch/index.php?1469
Regards,
Matt (gentildemon)
Le 12/02/2010 00:26, Matthieu Fertré a écrit :
> Hi,
>
> I've tried to build Wormux using a Fixed point class
Kurosu wrote:
> Hi,
>
> Florian Köberle a écrit :
>
>> Option (c) seems to be quite tricky to me. The main problem is that
>> locally games stay synchronous for me and I guess it will be the same
>> for any other developer which doesn't own two machines. So how do you
>> want to find out that yo
Le 12.02.2010 14:21, kur...@free.fr a écrit :
> Matthieu Fertré a écrit :
>
>> Unfortunately, it does not build, because it lacks function for atan and
>> acos, and I'm definitely unable to write such functions ;)
>>
> asin(b) = pi - acos(b), hoping they provide the float subtraction oper
kur...@free.fr a écrit :
> atan located?
Crap, ComputeAngle in lib/wormux.
Though the call is atan(y/x), which should be equivalent to
acos(x/sqrt(x²+y²)). Yes, unpretty.
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Matthieu Fertré a écrit :
> Unfortunately, it does not build, because it lacks function for atan and
> acos, and I'm definitely unable to write such functions ;)
asin(b) = pi - acos(b), hoping they provide the float subtraction operator.
However, at first sight, I have no idea for atan.
Depends
Hi,
I've tried to build Wormux using a Fixed point class instead of double.
This Fixed point class comes from: http://www.trenki.net/content/view/17/37/
Here are 2 patches to play with this libraries.
Unfortunately, it does not build, because it lacks function for atan and
acos, and I'm defi
Hi,
Le 10/02/2010 23:52, Florian Köberle a écrit :
> Hello Matthieu
>
> first thank you for gathering the information together.
>
> I like option (b) most. It keeps the code simple and requires only a few
> small steps to implement:
> 1. Change the build process to use streflop
> 2. Add the line "
Hi,
Florian Köberle a écrit :
> Option (c) seems to be quite tricky to me. The main problem is that
> locally games stay synchronous for me and I guess it will be the same
> for any other developer which doesn't own two machines. So how do you
> want to find out that your resynchronization works?
Hello Matthieu
first thank you for gathering the information together.
I like option (b) most. It keeps the code simple and requires only a few
small steps to implement:
1. Change the build process to use streflop
2. Add the line "streflop_init" to the main.cpp file
3. Replace all occurrences of
Hi,
"Matthieu Fertré" a écrit :
> You can find some explanations here for instance [1].
Or here, a much-referred paper:
http://docs.sun.com/source/806-3568/ncg_goldberg.html
But in essence, yes, absolutely. Some projects even have code paths using
fixed-point (not only for FPU-less machines,
Hi,
Floating points operations are not deterministic. That means that the
same computation can give different results because it has been built
with different compilers, with different options. But even running the
same binary on a different CPU may give you different results : by
default, x86
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