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How is this different from the Unity DOTS Physics? #1
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Exactly, DOTS physics is only deterministic on the same machine, so it's not guaranteed that the physics simulation will be the same on PC, Android, WebGL, etc. |
from my test, it seems to be deterministic on different platforms. I mean at least all 64-bit architecture would work, why would it be different when they are all using burst compiler. Is this proven? The Reddit post also doesn't explain on this matter. |
The video in the reddit post shows that they are different on pc, webgl, and android. It's possible that it's deterministic on most of the platforms, but the goal of this project is to be deterministic on all platforms, no matter what hardware is used.
Different platforms might implement low-level floating point operations differently. |
That's totally understandable, I used math.sin operation over ECS testing, as long as burst compiler use the same IL2CPP on either X86 or ARM architecture, the result seems to be deterministic for me(this sorta opposite of what you said). The editor returns different results as it skips IL2CPP compiler and uses mono. (even on the same platform I get different results). |
Hi, Is it possible to release the auto generation unity code tool? |
Hi there,
You reference the Units DOTS Physics package in your readme, which claims to be deterministic in its description.
Is the difference here that the Unity DOTS Physics package is only deterministic on the same platform/processor, while this project is deterministic across platforms/processors?
Looks like a cool project!
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