Replies: 2 comments 4 replies
-
That's a fun idea, with some interesting use cases! Aside from helping with playtesting, rewinding and traditional replays ( like Doom demos from back in the day ) come to mind. For starters, I think the API could expose more of the state- and input captures - currently it's fully opaque, RollbackSynchronizer just applies the right state in the background. Adding some basic get/set/enumerate/apply methods to this would be feasible for v2 or even v1.x. I could see the replay system as a separate addon, like netfox.noray, that can attach on to that extended API. Granted, the only way I can see this working is if the game is built with networking/replay in mind from the start. So this wouldn't be something that you could just plop onto your single-player game without much hassle for example. |
Beta Was this translation helpful? Give feedback.
-
With the merge of #251 it is closer to be implemented. What is required after the above PR:
|
Beta Was this translation helpful? Give feedback.
-
Just wondering if there would be any interest in having a replay system built into Netfox. Were already collecting most of what's needed to replay a game session from start to end and it would certainly be a handy feature for both players and developers play testing.
MultiplayerSpawner / RPCs / MultiplayerSynchronizer actions outside of tick code will likely pose a challenge. We could add simple listeners like the logging example or simply declare that as out of scope but provide a way to "add actions" to a replay on a certain tick.
Beta Was this translation helpful? Give feedback.
All reactions