Anyways, the first thing I wanted to do was get started on figuring out how I would accomplish recording the players movements. I thought about it for some time (probably longer than I took to program it) and came up with the solution shown above. While there was a few ideas I came up with, I felt the best would be to just record the players input and re-simulate all of the actions. While this means that more processing power is going to be spent calculating collision and such when I start adding other elements to the game, I felt that since I'm going for a 2D game it wouldn't be too big of an issue. Doing it this way saves me from having to record the players position every frame, which will be a hefty memory savings in the long run. When I start adding in running, jumping, shooting, or whatever else, the way I set the system up is pretty flexible, so that process shouldn't be too painful. Check back soon for more updates as I continue to experiment with this idea.
Wednesday, March 21, 2012
Recording input experiment
Anyways, the first thing I wanted to do was get started on figuring out how I would accomplish recording the players movements. I thought about it for some time (probably longer than I took to program it) and came up with the solution shown above. While there was a few ideas I came up with, I felt the best would be to just record the players input and re-simulate all of the actions. While this means that more processing power is going to be spent calculating collision and such when I start adding other elements to the game, I felt that since I'm going for a 2D game it wouldn't be too big of an issue. Doing it this way saves me from having to record the players position every frame, which will be a hefty memory savings in the long run. When I start adding in running, jumping, shooting, or whatever else, the way I set the system up is pretty flexible, so that process shouldn't be too painful. Check back soon for more updates as I continue to experiment with this idea.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment