Yep. The same sort of code should be used i agree, except that usually
the deltas used in MMORPG's are for going forward in time only. But i am
sure any modifications that would need to be made to existing MMORPG
code would be minimal in order to support reversing too.

I have downloaded the planeshift source to see if i can make any sense
out of it and looking for code where the entities produce the
delta/keyframe state. I assume that the entities would have properties
that do this and then send it to the network wrapper to be sent to the
client. Anyhow I will look a bit more into this and take it to the
planeshift list if i get too stuck.

Thanks again.
Brendon.


Knapp wrote:
> Brendon,
> I would also suggest that maybe doing this replay thing is about the
> same problem as doing a MMORPG. In that they must send the game state to
> many different computers on a network in the most optimal way. I would
> think that all you would have to do is save this sort of data for your
> replay.
> Douglas
> 
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