Hello,

Thanks for the replies. My comments are below.

Piotr Obrzut wrote:
> Hi Brendon,
> 
> Perhaps the best way (less memory consuming), will be to record
> movement only - I'm slowly going this way in IAEditor (i.e while
> physics simulation I'm recording animation, which later can be easily
> replayed in any direction). With this approach you can easily save such
> replay to a file and have same results on other hardware.
> 

Yes, I originally thought about recording position/orientation data only
(I think thats what you meant) but it would only work for a purely
"animation" replay, like a movie. I.e. I could not use that to reverse
time and then start playing the game again (with a different future)
from that earlier point in time.

The replay I wish to do will only be up to around 20sec in the past. The
optimal result would be to have features of time manipulation like those
found in the 2D game Braid:
http://braid-game.com/news/
However i realise that much of Braid is possible because it is a simple
2D game, and hence my idea of prototyping in 3D to see how feasible it
will be to have time manipulation in a 3D game. I have a short summary
of the time manipulation features i think would be good to try and
implement in this prototype.


I would like to try and do it the simple way first just saving into
memory all game state at regular intervals maybe every 500ms, however i
am currently not sure exactly how much data that would be and also how
long it takes to save the game state for a particular sector and
surrounding sectors in CEL for an average RPG. It could get large
quickly I imagine and the figures probably vary a lot depending on the
game. In which case there are a number of optimisations that could be
applied like keyframing + deltas etc. But before i get there i guess i
should look at making a "simple" game in C++ using CEL

Thanks for the info. I think i will subscribe to the CEL list and look
at bit more into creating a simple game first.

Brendon.




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