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如何看待多重游戏在反向上的重复?
原标题:How can we view a multiplayer game replay in reverse?

我们正在建设一个支持重新发挥作用的多功能游戏。 重新思考这项工作:

服务器提供的所有国家最新信息都保存到档案中。 当我们重新掌握档案时,我们刚刚从服务器中夺走了最初的国家,并采用了国家更新。 罚款。 我们可以玩.、快乐、pa和 go。

如何真正让参与者看到倒退?


一些执行细节,我们使用了巨大的国家结构(实际上不是,但你可以这样认为)。 通过计算最后一批建筑和现有结构之间的差别,这一结构在网络上得到了更新。 客户在最后两处受损害的建筑和必要时外推(在涂ing时;在更新时)。 此外,我们利用一个封闭的事件系统,以防 t,在屏幕上顺利抽取,但需要打得当。

最佳回答

两项建议(假设你可以在任何时间作一分之,并重新编辑前言)。

1. 导言 如果重新作用很短,国家太大,实际上会按顺序为每个框架带来小差,而“放大”。

2. 通过议程。 如果整个国家都非常大,那么就只能对倒转的后继作用的最后框架产生一个警示。 然后,将X射线推向na子,以产生倒转的后继作用的第一个框架。 提出。 然后适用X-1三角洲,然后在X = 0之前,当你在重新玩弄时重新回响(调整第一颗 s子)。

// pseudo code for reverse play
first, last = GetReplayRange();

if (playReversed) {
  GameState snapShot = GenerateSnapshot(first);
  GameState currentState;

  currentFrame = last;
  while (currentFrame != first) {
    // loop from snapshot up to current frame
    for (i = first; i < currentFrame; i++) {
      currentState = snapShot.AddDetlasTo(currentFrame);
    }
    Render(currentState);
    currentFrame--;
  }
}

3. 。 如果把X更新应用到“缩小”的射线太慢,那么,在范围较窄的距离内,甲状腺射线相隔,第2号中的反向滴。

Remember that even if you have a reversed game state ready to render - you ll still have to render all your effects in reverse, which most effect systems probably aren t geared for.

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