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Thread: [Request] Replay object

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    Re: [Request] Replay object

    sorry mokhtar I just understand you as recording what players see. But yea it's something like recording video and making possibility to rewinding it and that always it will look the same way.

    So there won't be situation that ball which has got random movement at each replay comes out of playfield at different angle.

    My point would be something like it is in starcraft. That it records whole playfield and you can see only player A only computer, both of them or whole map. but still yes It would be only recording but recording ogole whole playfield...

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    Re: [Request] Replay object

    What's wrong with a 3D array with X as time, Y as objects and Z as all the information like position, anim frame, andim direction, anim that is playing, ect?
    Working as fast as I can on Fusion 3

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    Re: [Request] Replay object

    Quote Originally Posted by LB
    What's wrong with a 3D array with X as time, Y as objects and Z as all the information like position, anim frame, andim direction, anim that is playing, ect?
    the amount of memory it would require

    you'd probably want to come up with a data structure better suited to this kind of information

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    Re: [Request] Replay object

    I think LB has a point. If we build an extension to do this, that is basically what we will be doing. It will only be slightly faster and more efficient, but the core idea is that it will have to store everything it needs on the fly so it's not really the "amount of memory" that will benefit here.
    -Mokhtar M. Khorshid

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    Re: [Request] Replay object

    LB is right, this is how pretty much all replays work. All you need is an array which takes a new input each time an object moves or updates and then you simply recreate that by reading back the values as needed. An extension for this would be pointless imo.

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    Re: [Request] Replay object

    Quote Originally Posted by bigredron
    LB is right, this is how pretty much all replays work. All you need is an array which takes a new input each time an object moves or updates and then you simply recreate that by reading back the values as needed. An extension for this would be pointless imo.
    well it depends on whether the game is deterministic or not

    if it's not (which is probably the common case since it's easier to program a game this way), then yes, you will need to store state information frequently if you want the replay to be accurate. however this can start shooting into the megabytes before you even realize it (states recorded per second * length in seconds * number of recorded objects * size of recorded object properties)

    if it is, then you can get away with storing just the initial state since everything else is entirely predictable and will play out exactly the same way every time; player input, random seeds, and maybe a few other uncontrollable events would still need to be recorded often but that's far less data to deal with. of course this comes at the price of being a lot harder to code since you have to prevent any non-deterministic sources from influencing the engine (such as events relying on a sound to complete)

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    Re: [Request] Replay object

    The best way would be do the same what idSoftware did for Doom and Quake - store events, which happened and allow engine later on to play them.

    Thanks to that they were always in highest quality (rendered in real time) and were small files (cause it was only events not proper recorded movie).

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    Re: [Request] Replay object

    I doubt this approach would be technically feasible for an object. You never know kind of other extensions you have in the frame.

    You can do this in a game because you have full control over what's happening.
    -Mokhtar M. Khorshid

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    Re: [Request] Replay object

    array and save to it constantly. There is no other way if the new path or movement will be different. Making an extension would work but it'd be literally the same (adding an object to the extension where the extension then records everything). It'd probably be a bit more of a memory choke than if you did it yourself since the extension wouldn't know which properties are vital and which not. And I personally wouldn't want an extension that would be eating memory by just idling.

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    Re: [Request] Replay object

    there could probably be a "push state" action that writes a state that includes the currently selected objects (along with a condition/action to select all objects beforehand)

    similarly there would be a "restore state" which would immediately modify all objects with data saved in that state; it could also take a state offset number which would allow you to do things like jump to a specific "frame" in the replay or even run the replay in reverse

    this method would work for both deterministic and non-deterministic engines; for the former, you just push the state at the beginning (or at any time you want a place to jump to). for the latter, you could just do something like RecordingEnabled = 1 -> Push State

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