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posted in DruinkJournal
Published November 10, 2009
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Due to some ego-boosting posts Here and Here, I'm going to get back to writing my DirectX tutorials fairly soon. I can't really remember where I left off, and I'm not sure offhand if I have an article in progress on my laptop, but I'll have a look.

So, if anyone has any suggestions for beginner / intermediate things they'd like to see covered, let me know here or via PM if you prefer.

In work related news, replays are now working in the game we're working on (I can't say what the game is). Only took 3 days, which is considerably less than I thought it would, and they're more complex than they were on Race Driver: GRID, due to some additional gameplay mechanics. Additionally, the replays are tiny - a race replay for a 3 lap race in GRID was around 8KB of data - it's a std::vector, and it's pre-reserve()d doesn't increase capacity. When the replay buffer is full, the replay recording ends - so if you play a long race, you may see the car going into autodrive before the race ends. Racing one of the tracks we have for the new game took only 2.8KB of data, which is nice.

Anyway, work time now...
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