I'm considering the best way to allow the player to record playing the game (for playback).
There was an article on blitzcoder that described one way to do it by writing all the inputs to a string each frame (and if there are no inputs during a particular frame, to have a special character for "nothing" written to keep it in all in sync). Is that the best way and standard? What about string length limitations? When you have a long game session, isn't that like some huge string that will take a while to write to a file, and also later take a while to read from?
btw what happens if MilliSecs() reaches its upper (finite state) bounds? Can we assume some internals kick in seamlessly and it won't affect our programs? (...I mean someday the sun will burn out and are we really sure we'll have spaceships to travel safely to another galaxy by that time? These things have been keeping me up at night lately.)
There was an article on blitzcoder that described one way to do it by writing all the inputs to a string each frame (and if there are no inputs during a particular frame, to have a special character for "nothing" written to keep it in all in sync). Is that the best way and standard? What about string length limitations? When you have a long game session, isn't that like some huge string that will take a while to write to a file, and also later take a while to read from?
btw what happens if MilliSecs() reaches its upper (finite state) bounds? Can we assume some internals kick in seamlessly and it won't affect our programs? (...I mean someday the sun will burn out and are we really sure we'll have spaceships to travel safely to another galaxy by that time? These things have been keeping me up at night lately.)