compression schemes

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10 comments, last by RavNaz 20 years, 6 months ago
heading off to work, but quickly, hope you get the idea:
const int PAUSE = 0;enum EKeyConsts {  KEY_UP = 1 << 0,  KEY_DOWN = 1 << 1,  KEY_LEFT = 1 << 2,  KEY_RIGHT = 1 << 3,};struct SInput {   SHORT x, y; //mouse movement    UINT keys; //key states    UINT time; //time for state if};class CReplay{public:   std::vector< SInput > m_States;public:   void playBack() {      vector<SInput>::iterator state = m_States.begin();      for(; state!=m_States.end(); ++state) {           sendKeys(state);      }   }    void sendKeys(SInput *state) {       if( state->keys == 0 )         { killTime(state->time); }       if( state->keys & KEY_UP )         { doKey(KEY_UP, state->time); }       if( /* etc etc */ )         {}   }};


hope you get the idea
"I am a donut! Ask not how many tris/batch, but rather how many batches/frame!" -- Matthias Wloka & Richard Huddy, (GDC, DirectX 9 Performance)

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Yep, that''s why I had in mind.

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