Unexpected Gotchas in Making a Game Deterministic

When aiming for a fully deterministic program, it is common knowledge that you have to deterministically seed your random number generators, be careful about multithreading, and the floating point computations. In this post I want to highlight a few less commonly mentioned pitfalls I encountered when making my game deterministic. Foreshadowing My game targets iOS/Android/Linux/Windows/WebAssembly,…