I, definitely, want to push Free Pascal to its limits and achieve the impossible.

Here's the determinism check as a standalone project
(note you need to make sure your browser doesn't correct http into https since I still haven't corrected my server's Let'sEncrypt and the https has invalid sertificate)
pure source http://chentrah.chebmaster.com/downloads/determchk.zip (7Kb)
with binaries compiled for x86 and x86-64 using both Free Pascal 3.2.2 and Free Pascal 2.6.4 : http://chentrah.chebmaster.com/downl...thbinaries.zip (199Kb)

As you can see, the lion's share of processing time goes to calculating those md5 sums.

A reminder: determinism is required for my planned multiplayer code to work at all. If the checksums do not match between platforms, those platforms wouldn't be able to play together and you'd need a separate server for each of them.

My friend who is working in in the game industry full time, had to deal with lack of determinism in Unity. Namely, you cannot count on monsters behaving identically if present with identical player actions. He had to improvise, adding a distributed server of sorts where each of the clients in a multiplayer game acted as a server for a fraction of monsters and just broadcast the behavior of those monsters to all other clients.

Full determinism, on the other hand, allows sending *only* the player inputs over the network. This is MMO-grade stuff: no matter how many monsters are there (even a million) or how massive the changes to the game world (i want the ability to reduce the whole map to a huge crater) the network traffic would remain zilch.