Hi Rick,

IMHO, a full-featured "replay" ability is not somthing trivial. I have a few 
ideas about that, but if your game is network-based, then you could just store 
all server-to-clients packets and replay them from the level's begining, or any 
state where the server sent an complete update to the clients. The main 
drawback is that you'll have to "fast-forward" the replay to start at a given 
time. The main advantage is that there is few things to code if the network 
already works.

If your game is not networked, then it may be more difficult. Maybe you could 
flag the objects that do not change, so that you can save only the things that 
have been modified?

Anyway, if you find something interesting on that subject, please tell!

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 30 Dec 2008 04:49:31 +0100, <[email protected]> a écrit:

> Oh, I almost forgot the thorniest thing I am trying to understand ...
>
> In the game I am using particle effects for things like vapor trails,
> explosions, smoke, etc.  They seem to have their own relationship with time,
> and I do not know that they are "rewindable".  Lets say that I am in the
> middle of an explosion and I want to replay that explosion, but not from the
> very beginning, perhaps from somewhere in the middle.  Is there a way to
> rewind the time and play the particle effect from a given time, or do I need
> to somehow start a new effect over and fast-forward it to the appropriate
> time?
>
> Hope that makes some kind of sense,
> -- Rick
>
> On Mon, Dec 29, 2008 at 8:33 PM, <[email protected]> wrote:
>
>> Hello all,
>>
>> I am wondering about the best way to record some aspect of a scene that is
>> playing from a game.  Quite often in games when your character gets killed,
>> you want to see an "instant replay" of getting killed.  The camera motion in
>> these cases is probably overridden to show the reverse angle of the killing
>> character.  Being able to record and playback some aspect of the game has
>> lots of other uses as well.  There are times I might want to read in an
>> entire scene from a file, but there may be times as well that
>>
>> So if you guys were to tackle this one, how would you do it?  The game is
>> obviously interactive, so it is not just a matter of having an AnimationPath
>> and writing out an .osg file of the scene (or perhaps I could, and there is
>> just something I am not understanding).  Most of the objects in the scene
>> are read in from other files.  If I were to write things out to an osg file,
>> is there a way to do it in such a way that the file references are written
>> out rather than all of the geometry explicity?
>>
>> In my primary example, the primary scene is already built, and I just need
>> to keep track of the motions of everything,  I should be able to do that
>> ok.  I was thinking of creating a seperate scene with new Transform nodes,
>> but the original geometry nodes, so I would not have to read them all in
>> again, but I could keep the structure of my primary game scene in tact and
>> just replace the scene nodes that my viewer is looking at.  Sound
>> reasonable?
>>
>> Thanks for all your help and advice.
>> -- Rick
>>

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