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@TomF@mastodon.gamedev.place

Post #1552890

2025-11-21 21:54 UTC

But ten years later in 2013, SSE had been standard in all x86 CPUs for a while - the OS depended on it being there, so you could rely on it. So of course by default the compilers use it - in fact you have to go out of your way to make them emit the old (slightly slower) x87 code. SSE uses a much more well-defined precision of either 32 or 64 bit according to what the code asks for - it's much more predictable.

Replies (1)

  • @TomF@mastodon.gamedev.place 2025-11-21 21:54

    So problem solved, right? 80 bits of precision means the collision didn't happen, but in 32 bits of precision it does, and that's your problem, more bits better, QED, right? Well not quite. The guard's toe overlaps in both cases - a few millimeters is still significantly larger than ANY of the possible precisions. In both the SSE and x87 versions, the door hits the guard's toe. So far, both agree.

    Open ##1552891