To make a game like an RTS networked, I've seen a number of answers here suggest to make the game completely deterministic; then you only have to transfer the users' actions to each other, and lag ...
I read this: How to design a replay system But it don't really answer my question. My game is built with the client "view" of the game as a separate program from the server "model" and "controller". (...
I am working on a car race game and just implemented a ghost sprite for replaying past races. I use a physics engine and after much reading I came to the conclusion that the best way to store the ...
I am doing a study in modern games graphics, and as part of the study it would be really helpful to be able to replay a sequence in the game multiple times. For example, recording a series of inputs ...
I'm making a platformer built from mini-levels - and I want to create a sort of a replay of all the player tries that the player did for the level. My question is - what is the best way to record the ...