The problem is floating point calculations on different processors. Maybe in the 90's that wasn't such an issue, but good luck now. Plus, if you don't need a physics engine, maybe you can stay in integer space.
That would explain small deviations at first, and getting bigger by time.
For example a game like Braid also chose not to use a deterministic engine for that reason.
Haha, I'd be surprised if they used floats at all in a 90's game. Fixed point were popular.
Edit: this is it https://www.youtube.com/watch?v=HrUF-LFTs-A
The whole talk is very relevant to anyone interested in this topic.
A 3D engine in fixed point (which I never fully finished) gave me a lot of headaches. So glad all those devices have proper floating point and a gpu's.
> Originally we were quite afraid of Floating point operations discrepancies across different computers. But surprisingly, this hasn't been a big problem so far (knocking on the table). We got away with implementing our own trigonometric functions.
I usually don’t bother since I don’t care about the whole replay and don’t want to wait. But it’s handy when you want to learn the strategy of somebody better than you that you just played against.
Civilization 7.9.9D was my favorite custom back in the day :)