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But that CI is very easy to setup.

Take a given start point; feed a set of inputs; compute a checksum on the resulting state. Check that the checksum matches on different platforms.

And if your language is good you can parameterize your logic on a particular numeric type, so that a particular fixed point implementation is consistently used

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Unless the GPU output is feeding back into the game loop simulation, there’s no nightmare.

I’ve worked on games with intentional determinism, and it’s a very valuable tool. A playtester can hand a dev a recording of the game inputs (including clock) for whatever bug they encountered, and the dev can fast forward to the exact point and repro it 100%. The amount of time saved chasing down difficult bugs is enormous.

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