Re: Sports Game Replay

Jamie Fowlston <[email protected]> Wed, 26 Jan 2005 11:17:14 +0000
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
One more thing: save the results of the game before you play the replay, 
don't rely on the replay to give you exactly the same results (even 
though it should :) You don't want the user to lose a game as a result 
of a broken replay of a game they won.

Jamie


Brett Bibby wrote:
> From: "Wismerhill" <[email protected]>
> 
>>Have you read
>>http://www.gamasutra.com/features/20040204/wagner_01.shtml ? It's on
>>PS2 too.
> 
> 
> Doh! I will thanks.
> 
> From: "Jamie Fowlston" <[email protected]>
> 
>>Things to watch out for:
>>
>>- If you have time delta dependent code, you need to replicate the
>>deltas as well.
>>- Initialize all class members properly, or you'll get different
>>behaviour on replay.
>>- Make sure you test multiple game cycles from early on, i.e. frontend
>>-> game -> frontend -> game.
>>- It's one of the areas which is amenable to automated unit and
>>regression testing.
>>- Random numbers can be bad. If you're using them, make sure you
>>reinitialize with the right seed.
> 
> 
> Awesome, thanks!
> 
> From: "Kent Quirk" <[email protected]>
> 
>>You also have to have fixed-framerate physics. Don't expect to adjust your
>>physics time tick size from frame to frame. If you decide to do
> 
> slow-motion
> 
>>and want it to look smooth, don't try to run your physics at a higher
> 
> frame
> 
>>rate in the world -- run the physics at the same rate but interpolate
>>between frames.
> 
> 
> Good point, thanks!
> 
> 
> 
> 
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