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  using strictfp  (Read 991 times)
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Offline bitshit

Junior Member




Java games rock!!


« Posted 2006-01-10 00:08:36 »

Actually this post is a shameless reincarnation of a post i did earlier on this forum (http://www.java-gaming.org/forums/index.php?topic=11949.0)

I want to use floats for a game im working on, these float values will be send to a server to update the gamestate. I need a resolution of 2 digits after the fraction, will I need to use the strictfp identifier to ensure all clients/server will produce the same result, or wont that be an issue at that resolution?
Offline ryanm

Senior Member


Projects: 1
Exp: 15 years


Used to be bleb


« Reply #1 - Posted 2006-01-10 02:17:10 »

Even when using strictfp, the precision will depend on the magnitude of your values. The most significant digits of a value are always maintained, so when floating point values get very large, the number of bits available to represent the digits after the decimal point is reduced.

You could always use fixed-point maths to guarantee the precision you need. Instead of defining, say, the speed of the spaceship in units of m/s, just multiply everything by 100 to use cm/s, and use integers.
Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #2 - Posted 2006-01-11 00:35:16 »

or if your fancy and can't be bothered about speed, use a the log base 10 of everything. That would bring all large data sets on the same scale as smaller ones, its a matter of doing Math.pow(10, value); to get your original value back.

DP

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Offline Jeff

JGO Coder




Got any cats?


« Reply #3 - Posted 2006-01-17 00:34:54 »

Or use doubles and just hope you never get outside their range!

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

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