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visits member for 2 years, 5 months
seen May 18 '13 at 22:08

Oct
4
accepted AS3 Stage3D Mouse click problem?
Oct
4
comment AS3 Stage3D Mouse click problem?
I ended up doing this, just check each click against an array of 'exclude areas'. it feels pretty awkward, but it works.
Sep
19
awarded  Tumbleweed
Sep
12
asked AS3 Stage3D Mouse click problem?
Jul
8
awarded  Scholar
Jul
8
awarded  Commentator
Jul
8
comment Deterministic Multiplayer RTS game questions?
"approach may be less broken as it's a straight binary shift, but it's still broken" I will take that as a Yes, Thanks! (in Flash fixed point math is not possible, and nor is pure integer only implementation, as internally all integer calculations are performed via floats, so I am looking for simply the least bad solution here)
Jul
8
accepted Deterministic Multiplayer RTS game questions?
Jul
8
comment Deterministic Multiplayer RTS game questions?
The magnitude of error on floating point values vary, but without exception ALL specification CPUs on ALL systems will always be less than what would affect 3-4 decimals after rounding with the method I posted in in my OP. This is a fact, and this was not even the question. I am asking a simple question of if dividing by the power of 2 would make it more consistent across platforms, and for some reason you always seem to ignore this.
Jul
7
awarded  Student
Jul
7
comment Deterministic Multiplayer RTS game questions?
And yes I am interested about the effects of dividing a float by a power of two compared to a non-power of 2, but I am only interested in if this would make it more deterministically consistent across platforms and i dont care about precision!! (I am perfectly happy with 3-4 decimals)
Jul
7
comment Deterministic Multiplayer RTS game questions?
"That implies you have not performed any operations whatsoever on the floating point value" - thats precisely what I've said before: there would not be accumulated errors, as the game is all integers, and any time a Float is used it is immediately subjected to this 'sanitizing' treatment. As a result the assumption that the error cannot be greater than epsilon is not an assumption but a fact.
Jul
7
comment Deterministic Multiplayer RTS game questions?
Thank you for your answer, and I am aware of that, however as the OP explained, a consistency required which is cross platform ( Flash/C# )and cross system ( PC/Mac/Server). The solution is to use a float which is altogether less precise, IE only have 3-4 decimals. And my question concerned is that if by the act of rounding to 3 decimals, am I exposing myself to extra errors when I divide by 1000, and if it would be better to divide by 1024 ( as that is the powers of 2 )
Jul
7
comment Deterministic Multiplayer RTS game questions?
"if your error is large enough so that a number falls on the wrong side" - Yes but thats the whole point of the rounding method that the epsilon is always much smaller than what would affect 3-4 decimals, so if you round to that precision the inconsistency will disappear. - my question does not concern that. My question is about if by the process of rounding to 3-4 decimals am I introducing additional problems, and if the powers of 2 thing would fix that?
Jul
7
comment Deterministic Multiplayer RTS game questions?
I mean I appreciate that you are trying to help, but really it appears you havent understood my question in my OP. both negative and positive epsilons, IE 0.99999999999999 or 1.00000000000001 will get corrected to the same result = 1, with both of the rounding methods I've given! My question was that: if I divide with 1000, am I introducing additional problems? and if by making the division with 1024(a power of 2) I could avoid that?
Jul
7
comment Deterministic Multiplayer RTS game questions?
Both 0.9990000000000001 and 0.9989999999999999 get rounded to 0.999 with Math.round(1000 * float) / 1000 ?
Jul
6
comment Deterministic Multiplayer RTS game questions?
Hold on, but float 'errors' are very small, for example 0.9990000000000001 instead of 0.999. So if you truncate/clip away the '0000000000001' , then the remaining 3 decimals should always be the same. Provided that the rounding process does not introduce additional 'errors'. And hence the idea of dividing by the powers of 2, which would improve the consistency? Or maybe I got the wrong end of the stick?
Jul
6
comment Deterministic Multiplayer RTS game questions?
There would not be any accumulated errors, as the game is built on all integer maths. However in some very rare instances a Float is required, and in those cases I would like to 'sanitize' those floats as much as possible. so wouldn't the division by 1024 solve this problem? as that is on the power of 2, which I hope would make it consistent how the different platforms(C# and Flash) and different computers perform that operation?
Jul
6
asked Deterministic Multiplayer RTS game questions?