@britown@mastodon.gamedev.place
Post #3925304
2026-07-18 10:37 UTC
My replay viewer is not strong enough to withstand somebody leaving the game running in a browser all day haha
I made it skip large gaps in the input recording but it still has to simulate every frame to not diverge, maybe for sufficiently large gaps (5k frames+) I can treat it as no game state change and just skip the frame count forward because it's turn based and it won't diverge?
Replies (2)
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@britown@mastodon.gamedev.place 2026-07-18 23:41
The fix for this is that if I detect that we're long enough into a gap between inputs and far enough away from the next one (about 1k frames on each side) it just sets the current step count in the same state to where a but before the next input starts again. Fast forward by setting a single integer lmao. And works because nothing in the game runs on it's own longer than that so it's guaranteed in a safe place away from any state changes that would desync the replay.
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@accidentlyAnton@mastodon.gamedev.place 2026-07-18 10:44
@britown@mastodon.gamedev.place I'm confused why a turn-based game would need to record every frame instead of just every turn?