Hi Brendon, the closest to what you referring to that I can think of is CEL
Physical Layer's persistence module, but the only info I could find at a
glance was on here: http://crystalspace3d.org/main/CEL_Design
It allows saving the current state of all entities and a way to load it back
up for save games or keeping a cache on gamestates in a multiplayer game,
I'm not sure if you could adapt this to your idea but it's a good start. Try
asking on the CEL mailinglist or wait for someone more capable to explain it
more :)
-Alex (MistaED)
On 10/12/07, Brendon Costa <[EMAIL PROTECTED]> wrote:
>
> Hi all,
>
> I was wondering if anyone has experience creating a game using CS that
> has a replay feature?
>
> I am after a replay that reconstructs the physics + other game state
> (I.e. more than just saving location + rotation of visible objects).
> It should be possible to resume the game from a point in time and then
> start playing again, kinda like a LOT of save-games in a sequence. In
> particular I would be interested in doing this with CS + CEL.
>
> I have a reasonable idea of how to approach this generically but not
> sure if there is already exists an example of doing something like
> this in CS?
>
> I ask this because I wish to create a small prototype for a time
> manipulation game. It would be in a simple game world where the
> players avatar is just a single rectangle and there might be a few
> entities to interact with in a room. The player would be able to
> "rewind" time and start playing again from some point in the past.
> This is just one of the ideas but i just want too see the difficulty
> of implementing it technically before i go much further with my design.
>
> Thanks,
> Brendon.
>
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