OpenSAGE | open source re-implementation of SAGE , the 3D real time | Game Engine library

 by   OpenSAGE C# Version: v0.3.0 License: Non-SPDX

kandi X-RAY | OpenSAGE Summary

kandi X-RAY | OpenSAGE Summary

OpenSAGE is a C# library typically used in Gaming, Game Engine applications. OpenSAGE has no bugs, it has no vulnerabilities and it has medium support. However OpenSAGE has a Non-SPDX License. You can download it from GitHub.

OpenSAGE is a free, open source re-implementation of SAGE, the 3D real time strategy (RTS) engine used in Command & Conquer: Generals and other RTS titles from EA Pacific. Written in C#. Not affiliated with EA.
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              OpenSAGE has a medium active ecosystem.
              It has 1166 star(s) with 115 fork(s). There are 70 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 55 open issues and 83 have been closed. On average issues are closed in 242 days. There are 18 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of OpenSAGE is v0.3.0

            kandi-Quality Quality

              OpenSAGE has 0 bugs and 0 code smells.

            kandi-Security Security

              OpenSAGE has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              OpenSAGE code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              OpenSAGE has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              OpenSAGE releases are available to install and integrate.

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            OpenSAGE Key Features

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            OpenSAGE Examples and Code Snippets

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            Community Discussions

            QUESTION

            Floating point determinism for gamedev in .NET Core
            Asked 2019-Mar-14 at 06:20
            Background

            We're working on an RTS game engine using C# and .NET Core. Unlike most other real-time multiplayer games, RTS games tend to work by synchronizing player inputs to other players, and running the game simulation in lockstep on all clients at the same time. This requires game logic to be deterministic so that games don't get out of sync.

            One potential source of non-determinism are floating point operations. From what I've gathered the primary issue is with the old x87 FPU instructions - they use an internal 80-bit register, while IEEE-754 floating point values are 32-bit or 64-bit, so values are truncated when moved from registers to memory. Small changes to code and/or the compiler can result in truncation happening at different times, resulting in slightly different results. Non-determinism can also be caused by accidentally using different FP rounding modes, though if I understood correctly this is mostly a solved issue.

            I've also gotten the impression that SSE(2) instructions do not suffer from the truncation issue, as they perform all floating point arithmetic in 32- or 64-bit without a higher precision register.

            Finally, as far as I know the CLR uses x87 FPU instructions on x86 (or that was at least the case before RyuJIT), and SSE instructions on x86-64. I'm not sure if that means for all or most operations.

            Support for accurate single precision math has recently been added to .NET Core, if that matters.

            But when researching whether or not floating point can be used deterministically in .NET there are a lot of answers that say no, although they mostly concern older versions of the runtime.

            • In a StackOverflow answer from 2013 Eric Lippert said that if you want to guarantee reproducible arithmetic in .NET, you should "Use integers".
            • In a is discussion about the subject on Roslyn's GitHub page a game developer said in a comment in 2017 that they were unable to reach repeatable floating point operations in C#, though he did not specify which runtime(s) they used.
            • In a 2011 Game Development Stack Exchange answer the author concludes that he was unable to attain reliable FP arithmetic in .NET. He provides a software-based floating point implementation for .NET, which is binary compatible with IEEE754 floating point.
            The question

            So, if CoreCLR uses SSE FP instructions on x86-64, does that mean that it doesn't suffer from the truncation issues, and/or any other FP-related non-determinism? We are shipping .NET Core with the engine so every client would use the same runtime, and we would require that the players use exactly the same version of the game client. Limiting the engine to only work on x86-64 (on PC) is also an acceptable limitation.

            If the runtime still uses x87 instructions with unreliable results, would it make sense to use a software float implementation (like the one linked in an answer above) for computations concerning single values, and accelerate vector operations with SSE using the new hardware intrinsics? I've prototyped this and it seems to be work, but is it unnecessary?

            If we can just use normal floating point operations, is there anything we should avoid, like trigonometric functions?

            Finally, if everything is OK so far how would this work when different clients use different operating systems or even different CPU architectures? Do modern ARM CPUs suffer from the 80-bit truncation issue, or would the same code run identically to x86 (if we exclude trickier stuff like trigonometry), assuming the implementation has no bugs?

            ...

            ANSWER

            Answered 2019-Jan-01 at 15:31

            So, if CoreCLR uses SSE FP instructions on x86-64, does that mean that it doesn't suffer from the truncation issues, and/or any other FP-related non-determinism?

            If you stay on x86-64 and you use the exact same version of CoreCLR everywhere, it should be deterministic.

            If the runtime still uses x87 instructions with unreliable results, would it make sense to use a software float implementation [...] I've prototyped this and it seems to be work, but is it unnecessary?

            It could be a solution to workaround the JIT issue, but you will likely have to develop a Roslyn analyzer to make sure that you are not using floating point operations without going through these... or to write an IL rewriter that would perform this for you (but that would make your .NET assemblies arch dependent... which could be acceptable depending on your requirements)

            If we can just use normal floating point operations, is there anything we should avoid, like trigonometric functions?

            As far as I know, CoreCLR is redirecting math functions to the compiler libc, so as long as you stay on the same version, same platform, it should be fine.

            Finally, if everything is OK so far how would this work when different clients use different operating systems or even different CPU architectures? Do modern ARM CPUs suffer from the 80-bit truncation issue, or would the same code run identically to x86 (if we exclude trickier stuff like trigonometry), assuming the implementation has no bugs?

            You can have some issues not related to extra precision. For example, for ARMv7, subnormal floats are flushed to zero while ARMv8 on aarch64 will keep them.

            So assuming that you are staying on ARMv8, I don't know well if the JIT CoreCLR for ARMv8 is behaving in that regard; you should probably ask on GitHub directly. There is still also the behavior of the libc that would likely break deterministic results.

            We are working exactly at solving this at Unity on our "burst" compiler to translate .NET IL to native code. We are using LLVM codegen across all machines, disabling a few optimizations that could break determinism (so here, overall we can try to guarantee the behavior of the compiler across the platforms), and we are also using the SLEEF library to provide deterministic calculation of mathematical functions (see for example https://github.com/shibatch/sleef/issues/187)… so it is possible to do it.

            In your position, I would probably try to investigate if CoreCLR is really deterministic for plain floating point operations between x64 and ARMv8… And if it looks okay, you could call these SLEEF functions instead of System.Math and it could work out of the box, or propose CoreCLR to switch from libc to SLEEF.

            Source https://stackoverflow.com/questions/53989518

            QUESTION

            How do I get Visual Studio 2017 / msbuild to use the latest DirectX shader compiler?
            Asked 2017-Oct-08 at 19:57

            I'm trying to compile a C# game project which utilizes HLSL shaders. These shaders are part of the .csproj project, and therefore Visual Studio is supposed to compile them along with the code. The shader properties should be correct - shaders are of the right type, the shaders use recent enough shader model (5.1) etc. Despite that, Visual Studio doesn't build all of the shaders, and instead outputs two unhelpful errors:

            ...

            ANSWER

            Answered 2017-Oct-08 at 19:57

            I managed to temporarily work around this issue with a dumb trick. I replaced fxc.exe and d3dcompiler_47.dll in C:\Program Files (x86)\Windows Kits\8.1\bin\x86 with the ones from C:\Program Files (x86)\Windows Kits\10\bin\10.0.15063.0\x86 (and backed up the originals).

            It's seldom a good idea to hand-modify Windows SDKs, but in my use case it's likely that it's not going to break anything, as FXC should be backwards compatible.

            I'm still looking for a better solution, or at least a confirmation whether my Windows + VS installation is somehow messed up, or if this is an actual bug / missing feature in msbuild.

            Source https://stackoverflow.com/questions/46625095

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

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            You can download it from GitHub.

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            gh repo clone OpenSAGE/OpenSAGE

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