Replay feature on Games

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11 comments, last by zedz 16 years, 8 months ago
You could save the *game state* at constant rate of 0.03 second, I mean something like this:
time = 122.3
obejct0: transformation=[1,0,0,0][0,1,0,0][0,0,1,1][0,0,0,1] , damge=10 , …
object1: transformation=… ,…
sound 0: start play
particle system 0: position=… , …
time = 122.4
.
.
.
Then you can easily replay with 30fps without recalculating all the physics and AI.
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Quote:Original post by Kambiz
You could save the *game state* at constant rate of 0.03 second, I mean something like this:
time = 122.3
obejct0: transformation=[1,0,0,0][0,1,0,0][0,0,1,1][0,0,0,1] , damge=10 , …
object1: transformation=… ,…
sound 0: start play
particle system 0: position=… , …
time = 122.4
.
.
.
Then you can easily replay with 30fps without recalculating all the physics and AI.


You can also save it at a much slower rate, and interpolate in between. Dont forget to use compression techniques. A replay feature is a serious hassle.
Quote:Original post by Kambiz
You could save the *game state* at constant rate of 0.03 second, I mean something like this:
time = 122.3
obejct0: transformation=[1,0,0,0][0,1,0,0][0,0,1,1][0,0,0,1] , damge=10 , …
object1: transformation=… ,…
sound 0: start play
particle system 0: position=… , …
time = 122.4
.
.
.
Then you can easily replay with 30fps without recalculating all the physics and AI.


expect to use GBs of diskspace per gamesave if you use a method like that (ie the person will not be happy)

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