I was kind of curious as to how replay might be implemented in a game.
Initially, I thought that there would be just a command list of every player/ai action that was t
Throw my two pence in.
Depends on what you want, replay may be accomplished via
Most of the time, people want an interactive replay, so 2. is the way to go. Then depending on your constraints there are a number of ways to optimize this process
It really is a fascinating topic. I remember that one launch title for original Xbox Wreckless had a good playback feature. Unfortunately, on more than one occasion the replay would screw up ;)
oh yeah, how could anyone forget Blinx Time Sweeper! great interactive replay that was incorporated into actual game mechanic!
*= seems there are some comments regarding time stepping. i am using "simulation" here to capture this feature. at the core, your engine needs to be able to produce discrete frames of time. even if a replay frame takes longer or shorter to process than the original, the system must perceive that the same time delta has passed. this means recording the frame time-step with each recorded input, and supplying this delta to your engine clock.