Developing with various game physics engines over the years, I've noticed that on the same machine I observe widely different results in physics simulations between runs. Most recently, the Unity engine does this, even though physics are calculated at set intervals of time (FixedUpdate
) -- as far as I can determine it should be completely independent of frame-rate.
I've asked this question on game forums before, and was told it was due to chaotic motion: see double pendulum. But, even the double pendulum is deterministic if the starting conditions are exactly controlled, right? On the same machine, shouldn't floating point math behave the same way?
I understand that there are problems with floating point math accuracy, but I understand those problems (as outlined here) to not be problems on the same hardware -- isn't floating point inaccuracy still deterministic? What am I missing?
tl;dr: If running a simulation on the same machine, using the same floating point math(?), shouldn't the simulation be deterministic?
Thank you very much for your time.