g7r a day ago

Ah, nice story!

This reminds me of another story with FPU involved. I was a game developer once. We were making a game that consistently triggered assertion failures related to FPU calculations, but only on a single PC in the whole office. The game was explicitly setting FPU precision to 32 bits at the start to make all calculations more consistent. However, on that particular PC, there was a fancy hand writing input software that injected its DLL into every process. As you've probably already guessed, that DLL did FPU mode reset to the default in the event handling loop (i.e., main thread). I had to shift FPU mode setting code from process initialization to the event handling loop to be able to deal with the damage that third party DLLs could inflict.

  • djmips a day ago

    nice detective work. Global FPU state had sure caused a lot of headaches.

    • zokier 14 hours ago

      I recall that D3D liked poking FPU state too, which of course had all sorts of fun results

stevefan1999 11 hours ago

Reminds me of what G-Man said in the opening scene of HL2: "The right man in the wrong place can make all the differences in the world"

  • powerclue 7 hours ago

    Indeed, that quote is deployed prominently in red text in the thread, in fact.

Wowfunhappy 2 days ago

Wait, so is that "beta" of Half Life 2 VR a thing I can play? If it is, how did I not know about this, and if not... why not?

I'd also love to play Portal, actually. They say it makes you sick, but to my knowledge I'm immune from VR motion sickness, so worth a try...

  • Shekelphile 7 hours ago

    It was publicly released in 2013 and you can enable it with -vr in args IIRC. Not sure if it would work with modern VR hardware since steamvr wasn't a thing back then.

  • aranelsurion 2 days ago

    I don’t know about the beta, but there’s an excellent HL2 VR conversion mod you can play today. It feels just right and got me to play HL2 again after all these years.

    • Philpax 13 hours ago
      • accrual 13 hours ago

        Fantastic! If HL3 releases on VR, maybe I'll do HL2 in VR (refresher), then Alyx, then HL3. :)

        • phantasmish 10 hours ago

          HL3 exclusively in VR is likely the only thing that’d get me to increase my “time spent in VR” from the current about-ten-minutes to about six hours.

          • Agentlien 7 hours ago

            Interesting that Half-Life: Alyx exclusively in VR wasn't enough, then. I love VR and that game is the best VR experience I've had.

            • BoGoToTo an hour ago

              It's kinda sad, with all the time an money spent on VR, HL:Alyx remains the only truly great VR game.

        • zbendefy an hour ago

          there is also a vr mod for HL1 as well

  • davepdotorg 2 days ago

    There’s a great VR mod for Portal 2. Played it all the way through. Surprisingly comfortable to play too.

    • patrickdavey 9 hours ago

      I'm pretty sure I'd be vomiting everywhere! I'm amazed you found it comfortable!!

accrual 13 hours ago

> The door and the guard are both physical objects, both have momentum, they impart an impulse on each other

I wonder if the term "impulse" here has any connection to the various impulse commands available in the source engine. I remember using "impulse 101" and causing havok in the opening plaza area. Spawning zombies on the roofs, sending them after the combine, etc.

https://developer.valvesoftware.com/wiki/Impulse

  • ThrowawayR2 12 hours ago
    • accrual 11 hours ago

      Right, I was just wondering if the developers repurposed the term impulse from the physics engine when creating console commands. "impulse 101" is a common cheat to give all weapons with ammo, but why not "give" or "player.addItem" or something? Just a curiosity.

      • sznio 3 hours ago

        As for the name "impulse", I don't know - but the way this command works reminds me of interrupts.

        The impulse command sends a command to the server instantly, rather than in the usual UserCmd sent to the server 30 times per second. They are used mostly for debugging, just assign #90 to your debugging function, then poke it from the console while the game is running. No need to change and potentially break the network code.

why_at 15 hours ago

>a big innovation of HL2 was the extensive use of a real physics engine. The door and the guard are both physical objects, both have momentum, they impart an impulse on each other, and although the door hinge is frictionless, the guard's boots have some amount of friction with the floor.

It's been a while since I've played HL2 but this isn't exactly how I remember it. While a lot of things were physics objects I thought the doors would just smoothly rotate towards their target position without any physics at all. You can't bump them shut with another physics object for instance.

  • sigmoid10 14 hours ago

    You can't move them (apart from the opening and closing animation), but they can move other objects that are in their way. Both need to be physics objects for that to work, even though the door is just kinematic (i.e. it won't react to forces applied to it). Although if I remember correctly, they are not even fully kinematic. I think you could get them stuck halfway closed by cramming something in the door frame that would get the whole thing jammed.

    • Lammy 11 hours ago

      > I think you could get them stuck halfway closed by cramming something in the door frame that would get the whole thing jammed.

      This was a popular griefing tactic when TF2 first came out where you could trap everyone in spawn by crouch-jumping into the spawn door as Scout: https://youtu.be/JUPzN7tp7bQ?t=243

  • accrual 13 hours ago

    Just did some quick testing - the doors definitely have physics and can get stuck on objects and can impart forces. But unimpeded yes, they smoothly open/close.

    I stuck a tire in a door frame and tried to close it, the tire emitted a bunch of dust clouds as the two objects fought before the door finally ejected the tire at high speed.

    • matheusmoreira 4 hours ago

      > ejected the tire at high speed

      I wonder if speed runners have found ways to abuse this...

Ericson2314 15 hours ago

It's a goal of mine to get Valve using Nix. (I hope our in-progress Windows support would make this especially compelling.)

One advantage of this is that it will become very easy to not only build the original source of the game, but also build it with the original toolchain and dependencies, the toolchains for those dependencies, etc. etc., all the way down.

Hopefully something like that at your finger trips would have made finding the root cause of this bug a good bit easier!

  • adastra22 4 hours ago

    Maybe I'm not seeing it. How would the bug finding be easier here? Seems like the same setup. They could compile with recent tools, and they already had the compiled version with old tools (hosted on Steam).

  • zenethian 8 hours ago

    Nix seems like a cool tool but nix users are becoming increasingly irritating.

  • bpye 9 hours ago

    > I hope our in-progress Windows support would make this especially compelling.

    What is the current story for using Nix to build Windows binaries?

  • throwaway314155 13 hours ago

    > It's a goal of mine to get Valve using Nix

    They’re using Arch Linux. Let’s call it a win and move on lol.

Panzerschrek 2 days ago

It seems to be typical - some calculations break while switching from x87 to SSE. The same happened with TF2 too - it's ammo calculation code worked slightly differently on GNU/Linux build of the game, because it was built with SSE instructions (Windows version still used x87).

  • arcfour 2 days ago

    I think the only visible effect from that was the Engineer's metal, giving +40 or +41 from a small box, depending on the server platform (all classes technically do have metal, but the others can't use it).

    It was always fun to play on a new server and check what OS it was running that way, too. :-)

    • stoltzmann 2 days ago

      And IIRC ammo for heavy and health for soldier!

  • MBCook 16 hours ago

    I’m surprised to hear the ammo calculation code would use floats.

    • bakugo 12 hours ago

      The game has ammo pickups that refill 20% and 50% of whatever your max ammo is, so floats have to be involved in there somewhere.

      • manwe150 11 hours ago

        Dividing by 5 or 2, respectively, are integers, if the game developers wanted them to be. More so because the actual units of ammo need to be integers if they are to render as full bullets each

        • shultays 2 hours ago

          Or more generalized "ammo += (maxAmmo * percentageToFill) / 100"

  • HaroldCindy 14 hours ago

    I expect this is / was a very common problem for people porting 32-bit game code to newer compilers. I work on a fairly old codebase that forces use of x87 for a handful of code paths that don't work correctly otherwise. GCC will use default to x87 if you do an i386 compile, but will default to SSE for 64-bit builds, so you have to be careful there too.

gambiting 2 hours ago

I used to work at the studio responsible for the Driver games, and few years back we dug out the code for the original PC Driver and tried to compile it again, mostly for fun - we had to change a lot of hand written assembly code to make it build, and discovered that yeah, the game worked but none of the game replays worked - and it was for that exact same reason, better/different floating point precision issues. Really fun thing to investigate though.

nasretdinov 2 days ago

I wonder how on earth stuff like x86->ARM translation works so well if games break even after switching from x87 registers to SSE preserving all the logic otherwise...

  • toast0 a day ago

    I think x87 fpu is the only 'weird' floating point units left. I think if you stick with 64-bit double precision floats or 32-bit single precision floats, where the registers are also 64 or 32 bits, all the modern stuff behaves the same. x87 is just weird because registers are 80-bits ... the idea was to have more accurate results from more precision, but it ends up weird because if you run out of registers and have to spill to memory, you typically lose precision.

    Edit: since this post was second chanced, I can add on that some of the pre-PC consoles have weird floats too. If they had floats at all. Lots of fun for emulation developers. Even fun for contemporaneous game developers... PilotWings on the SNES comes with different revision accelerator chips and the demo only works properly on the early revision chips (but I think? the later revision chips have more accurate math). The PS2 FPU has weirdness around NaN, Infinity, very large numbers, and denormalized numbers. Etc.

    • kineticdaffodil 11 hours ago

      What about arm, with software floats its compiler depending?

  • ErroneousBosh 17 hours ago

    It's probably because you have to have weird precision issues where the numbers are calculated ever so slightly differently, and some other effect like a guard being slightly too close and getting clipped by a door where that difference matters.

    I debugged some software synthesizer code a while back (like 20 years or so now I think of it) where a build of it on one platform failed because of a precision bug. I can't remember the details, but there was a lot of "works fine on my machine" type discussion around it. Anyway it relied on a crude simulation of an RC circuit reaching very close to 0 asymptotically to trigger a state change, but on something like 64-bit Intel with a specific processor it never quite made it low enough to trip the comparison because of something to do with not flushing denormals.

    From an electronic standpoint, making it simulate "it's high enough" as being about 0.7 and " it's low enough" being about 0.01 was far closer to the instrument they were trying to simulate, and making it massively imprecise like that got it going on everything.

    • lomase 11 hours ago

      Is funny because the only code I have read that flushed denormals was in synth code.

      • ErroneousBosh 3 hours ago

        Denormals in audio code are kind of the "perfect storm", because they take ages to deal with - you're suddenly back into softfloat land - and because you have to deal with many thousands of them in a few hundred microseconds.

        We take how fast hardware floating point is for granted. I suspect it would be interesting to compare something compiled with softfloat with a normal benchmark and see just how bad it is.

        It's a great reason to do your DSP code in fixed-point, which is just integer with a couple of steps you have to write down on paper to keep straight until you get to the end. Or, I do, because I suck at arithmetic. Just do it all in machine-length signed ints, and forget all the mystical world of tiny tiny floating point values ;-)

  • torginus 4 hours ago

    I remember there was a huge scandal where Intel's compiler, icc (considered to be the fastest for quite a while back when) defaulted to x87 when it detected an AMD CPU instead of SSE, giving AMD cpu's a handicap (incidentally, that's the reason why x87 used to be much faster on AMD for a while).

    A lot of games were shipped with icc, so my guess is they'd work just fine as they were tested with both.

  • pdw 14 hours ago

    Rosetta uses software emulation for x87 floating point. That's slow, but in practice that doesn't matter much. Mac software never had a reason to use x87 FP, every Intel Mac had at least SSE3 support.

    • ksherlock 12 hours ago

      There was at least one reason...

          long double x87me(long double a, long double b) {
              return a+b;
          }
      
          pushq %rbp
          movq %rsp, %rbp
          fldt 32(%rbp)
          fldt 16(%rbp)
          faddp %st(1)
          popq %rbp
          retq
      • adastra22 4 hours ago

        what is this?

        • Tankenstein 3 hours ago

          Looks like a demonstration that using `long double` math requires dipping into x87 instructions, specifically the `fldt` instruction: "floating point load ten bytes".

dev0p 13 hours ago

>But on the SSE version, a whole bunch of tiny precisions are very slightly different, and a combination of the friction on the floor and the mass of the objects means the guard still rotates from the collision, but now he rotates very slightly less far.

Insanity. The values were just right. Just wow.

netsharc 2 days ago

Meta: I'm going to make a Twitter clone that bans you if you use it as a multi-paragraph blogging platform... god damn !#@#%!!!.

  • tiborsaas 11 hours ago

    I feel you, it's super annoying.

  • viraptor 2 days ago

    Do you actively want the linked thread to not exist? Because not having this posting option does not mean it would appear anywhere else.

  • fragmede 2 days ago

    I'll make one that's the opposite (your post must be at least two paragraphs and an LLM is going to judge your text to make sure it's not lorum Ipsum) if you'll help me get users.