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Gamelogs are delta by delta, so playback of delta by delta was naturally the simplest, and correctly displays how the game actually played out.
However, often for turn based games most of what happens in 1 delta will not affect the other game objects, so delta by delta can feel boring and slow.
Turn by Turn would be an optional playback mode in games that are turn based. In these, we "flatten" all deltas to be animated over the course of 1 "turn".
This would naturally be tricky. As during 1 turn some unit A could have 100 different Deltas, while others may just have 1 Deltas. We'd then have to figure out how to animate units at different rate, and then there could be more complex situations like determining how many times exactly is was effected?
This will be exceptionally tricky, if not impossible.
Another way, that looses game information would be to just flatten deltas based on turns. So, if you have 100 deltas per turn, you would just take the delta 0 for the start of the turn, and delta 100 for the end of the turn. Deltas 1, 2, ..., 99 are dropped out.
Again, this is lossy compression, and less desirable. However, it may be the only realistic solution.
The text was updated successfully, but these errors were encountered:
Gamelogs are delta by delta, so playback of delta by delta was naturally the simplest, and correctly displays how the game actually played out.
However, often for turn based games most of what happens in 1 delta will not affect the other game objects, so delta by delta can feel boring and slow.
Turn by Turn would be an optional playback mode in games that are turn based. In these, we "flatten" all deltas to be animated over the course of 1 "turn".
This would naturally be tricky. As during 1 turn some unit A could have 100 different Deltas, while others may just have 1 Deltas. We'd then have to figure out how to animate units at different rate, and then there could be more complex situations like determining how many times exactly is was effected?
This will be exceptionally tricky, if not impossible.
Another way, that looses game information would be to just flatten deltas based on turns. So, if you have 100 deltas per turn, you would just take the delta 0 for the start of the turn, and delta 100 for the end of the turn. Deltas 1, 2, ..., 99 are dropped out.
Again, this is lossy compression, and less desirable. However, it may be the only realistic solution.
The text was updated successfully, but these errors were encountered: