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FelixMiddelhoff edited this page Sep 16, 2026 · 2 revisions

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Static lints that catch game-simulation non-determinism — HashMap/HashSet iteration, unseeded RNG, wall-clock reads, unordered parallelism, pointer-width fields on hashed state, non-associative float arithmetic reachable from simulation code — before they cause a lockstep/rollback-netcode desync.

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