1 |
It's probably not a project for zero-k but spring engine, but I'll post nevertheless. I summon @gajop
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1 |
It's probably not a project for zero-k but spring engine, but I'll post nevertheless. I summon @gajop
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2 |
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2 |
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3 |
I've always wondered whether it was considered to treat replays similar as in video codecs - with sync frames I and differential frames P, B.
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3 |
I've always wondered whether it was considered to treat replays similar as in video codecs - with sync frames I and differential frames P, B.
|
4 |
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4 |
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5 |
Currently
as
I
understand
it,
everything
is
recorded
differential
-
all
new
input
of
commands
and
actions
are
recorded.
This
makes
it
impossible
to
quickly
rewind
the
replay
or
go
backwards
in
time.
What
I'm
curious
if
it
is
feasible
to
periodically
save
whole
game
state
you
could
jump
to.
Frequency
of
said
saves
is
another
matter
to
discuss
-
depends
on
their
size,
but
I
think
that
no
more
often
than
60
sec
and
no
more
seldom
than
300
sec.
|
5 |
Currently
as
I
understand
it,
everything
is
recorded
differential
-
all
new
input
of
commands
and
actions
are
recorded.
This
makes
it
impossible
to
quickly
rewind
the
replay
or
go
backwards
in
time.
What
I'm
curious
about
is
if
it
is
feasible
to
periodically
save
whole
game
state
you
could
jump
to.
Frequency
of
said
saves
is
another
matter
to
discuss
-
depends
on
their
size,
but
I
think
that
no
more
often
than
60
sec
and
no
more
seldom
than
300
sec.
|
6 |
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|
6 |
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|
7 |
I'm not aware what would be the cost of full gamestate: whether is it just all units and projectiles or whole map (for terrain deformations and decors). Maybe map changes could be saved as a compressed difference from original.
|
7 |
I'm not aware what would be the cost of full gamestate: whether is it just all units and projectiles or whole map (for terrain deformations and decors). Maybe map changes could be saved as a compressed difference from original.
|
8 |
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|
8 |
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9 |
This whole thing could be done as a (possibly background) post processing after game is done, and not necessarily with every replay... Why I'm suggesting this: it's a mess when you want to find a single event in replay and you can't rewind it backwards or hop in time - if you miss or fail to make it right (like record for a gif or screenshot) you have to repeat whole time consuming and expensive process of replaying the game.
|
9 |
This whole thing could be done as a (possibly background) post processing after game is done, and not necessarily with every replay... Why I'm suggesting this: it's a mess when you want to find a single event in replay and you can't rewind it backwards or hop in time - if you miss or fail to make it right (like record for a gif or screenshot) you have to repeat whole time consuming and expensive process of replaying the game.
|
10 |
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|
10 |
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11 |
Don't read this as a request but as a question for insight what would be technical difficulties of such attempt.
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11 |
Don't read this as a request but as a question for insight what would be technical difficulties of such attempt.
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