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Movie codecs vs replays

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Date Editor Before After
5/17/2018 3:45:11 PMPLrankZenfur before revert after revert
5/17/2018 1:48:41 PMPLrankZenfur before revert after revert
5/17/2018 1:47:46 PMPLrankZenfur before revert after revert
Before After
1 It's probably not a project for zero-k but spring engine, but I'll post nevertheless. I summon @gajop 1 It's probably not a project for zero-k but spring engine, but I'll post nevertheless. I summon @gajop
2 \n 2 \n
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. 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 \n 4 \n
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 \n 6 \n
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 \n 8 \n
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 \n 10 \n
11 Don't read this as a request but as a question for insight what would be technical difficulties of such attempt. 11 Don't read this as a request but as a question for insight what would be technical difficulties of such attempt.