Designing an undo system

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11 comments, last by TangentZ 19 years, 10 months ago
quote:Original post by MajorShredd
Something makes me wonder why there''s not a tutorial or faq guide to undo/redo systems here on GameDev. At least, I haven''t seen any in my searches of the resources here.

_________________
:: MajorShredd ::
The glass is neither half full nor half empty;
rather, it is a combination of both, and the system is perfect.


I guess it''s not something you find in games that often. I seem to recall an article somewhere about the time system in Prince of Persia : Sands of Time (the rewind mechanism was effectively an undo), but I''m afraid I can''t locate it now
if you think programming is like sex, you probably haven't done much of either.-------------- - capn_midnight
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http://www.codeproject.com/cpp/undoredo_cpp.asp

Here is a good example of using the Command pattern in an MFC program. I like this one because he addresses memory issues about deleting stuff, but keeping it around in the histroy list.

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I remember reading a couple articles about undo/redo in
Dr. Dobb's Journal (DDJ) a few years back.

Ah, here they are:

Algorithm Alley: An Efficient Undo/Redo Algorithm

C Programming - Al Steven talks about a generic Undo class library.
神はサイコロを振らない!

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