1. #71
    En0-'s Avatar Trials Developer
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    Hello,

    I actually missed the thread but it's true that I have no idea why it bugs like that. It won't be fixed though :-(

    Cheers,
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  2. #72
    Originally Posted by En0- Go to original post
    Hello,

    The replays work in a way where we save the inputs and resimulate all the physic to have the most precise replays. Also, as we can't reverse a physic engine (you can rewind a physic engine because of mathematics), we can't implement a rewind for the replay.

    Cheers,
    ahhh okay. Thanks. But i don't really understand it.. why do games like Rocket League have that option?
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  3. #73
    En0-'s Avatar Trials Developer
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    Originally Posted by KrAzZzHD Go to original post
    ahhh okay. Thanks. But i don't really understand it.. why do games like Rocket League have that option?
    Hello,

    I don't know exactly because I don't know their code and I don't know very well the game but my guess is that they don't register inputs, they register positions.
    It's actually how it is done in Trials Frontier too. That has some other inconvenients: replays are bigger, less flexible, etc. When we replay inputs, everything retriggers "correctly" (particles, animations, destruction, etc...) as if it would be a player playing. If we register positions, we have to register positions of everything that moves in the environment. In Frontier, or in Rocket League, there is very few things moving outside of the player, so it's not a problem. In Trials Fusion, the environment is very dynamic and it would be hard to record everything (that may cause problems in terms of performances, size of the replay to upload/download, size of the replays to store, etc...).

    Cheers,
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  4. #74
    Originally Posted by En0- Go to original post
    Hello,

    I don't know exactly because I don't know their code and I don't know very well the game but my guess is that they don't register inputs, they register positions.
    It's actually how it is done in Trials Frontier too. That has some other inconvenients: replays are bigger, less flexible, etc. When we replay inputs, everything retriggers "correctly" (particles, animations, destruction, etc...) as if it would be a player playing. If we register positions, we have to register positions of everything that moves in the environment. In Frontier, or in Rocket League, there is very few things moving outside of the player, so it's not a problem. In Trials Fusion, the environment is very dynamic and it would be hard to record everything (that may cause problems in terms of performances, size of the replay to upload/download, size of the replays to store, etc...).

    Cheers,
    Okay! Thank you very much!
    That's why we can only play replays that are up to ~13 minutes long. Longer ones can't be played!
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