Burst and float determinism for lockstep?

Hello,
I’ve just started dabbling with writing some sort of kit or example project for multiplayer RTS games, and I’ve thus far started out writing a simple sim that runs on pure integer fixed point numbers (at the moment, just a quick & dirty 24.8 fixed point format). The idea is that multiplayer will involve a lockstep simulation where the data passed between clients are just commands to execute on groups of units coupled with timestamps.

However, considering there IS a flag for deterministic floats, is actual support for this flag something that’s expected to be coming down the pipe soonish, or should I just go ahead and keep going with this fixed point implementation?

Yes, actual support for FloatMode.Deterministic is coming soon. Lee mentioned it in his Unite talk here:

We haven’t committed to a release date for this feature, other than “soon”, so obviously you’ll need to decide yourself whether to stick with fixed point or wait for this. One option would be to start with fixed point now but keep the details isolated to one data type, which you can switch out when Burst supports floating-point determinism.

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