reply no fixed point! i compile the recovered c++ to wasm32, which gives us consistent floating-point behavior across pl | Hanami
reply no fixed point! i compile the recovered c++ to wasm32, which gives us consistent floating-point behavior across platforms. even the native client runs the same simulation through wasm2c.
the tricky part was reproducing the original x87 math: explicit rounding, pinned trig/libm, and preserving evaluation and rng order. the simulation runs at a fixed 60hz, isolated from rendering and audio, with tick-by-tick differential tests against another implementation and frida captures from the original exe.
this now powers deterministic replays, server-side verification, and even 2-player rollback multiplayer.
so for your project i'd seriously consider running the simulation in wasm everywhere before committing to a fixed-point rewrite.