Results 1 to 4 of 4

Thread: How to implement a "record" & "replay&quo

  1. #1

    How to implement a "record" & "replay&quo

    How would any of you recommend implementing a "record" feature in a game, so a player can replay his game?

    I'm assuming the best way would be to record his/her keystrokes and read from a record of them rather than the keyboard when replaying. Everything else in the game would be the same. Is that the right approach?

  2. #2

    How to implement a "record" & "replay&quo

    You also need to store the random seed when the game starts, otherwise everything will be random each replay.

  3. #3

    How to implement a "record" & "replay&quo

    you store input per frame, also your game must be totally predictive and run at fixed frame rate.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  4. #4
    Legendary Member NecroDOME's Avatar
    Join Date
    Mar 2004
    Location
    The Netherlands, Eindhoven
    Posts
    1,059

    How to implement a "record" & "replay&quo

    Yup. Using key-strokes is the less-data-consuming.

    But the synchronization needs to be perfect, and yes, the game update must run on a fixed frame rate so its easy to reproduce.
    NecroSOFT - End of line -

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •