Game devs explain the tricks involved with letting you pause a game
41–50 of 273 posts
Re: Game devs explain the tricks involved with letting you pause a game
#42Earlier quoted context omitted.
You don't need to tun the whole game at a fixed framerate, only the physics. That's actually common practice. The bigger problem is that floating point math isn't deterministic. So replays need to save key frames to avoid drift. Quake used fixed point math.
Quake needs a FPU; if that was true it would run on a 486 SX.
I guess floats are still mostly deterministic if you use the exact same machine code on every PC.
Re: Game devs explain the tricks involved with letting you pause a game
#43Earlier quoted context omitted.
Checking in as a random indie developer who still prioritises determinism in my engine. I don't understand why so many games/engines sacrifice it when it has so much utility.
Determinism isn't essential to achieve record/playback experiences. You could just record the transform of the player at some fixed interval and then replay it with interpolation. This is arguably more "deterministic" in a strategic sense of shipping a viable product.
Re: Game devs explain the tricks involved with letting you pause a game
#44One of the things that impressed me in Quake (the first one) was the demo recording system. The system was deterministic enough that it could record your inputs/the game state and just play them back to get a gameplay video. Especially given that Quake had state of the art graphics at the time, and video playback on computers otherwise was a low-res, resource intensive affair at the time, it was way cool. It always s…
Re: Game devs explain the tricks involved with letting you pause a game
#45Modern games can have the same issue. Even taking a capture of the exact graphics commands and repeating them, you'll sometimes see animated physics effects like smoke and raindrops. They're doing the work on the GPU where it's not necessarily tied to any traditional physics timestep.
Re: Game devs explain the tricks involved with letting you pause a game
#46I quite like when games keep playing some visual-only animations when paused. Like torch flames and trees swaying in the wind.
Re: Game devs explain the tricks involved with letting you pause a game
#47article confirms my early theory I formed when reading the title about why would pause be complicated
Re: Game devs explain the tricks involved with letting you pause a game
#48One of the things that impressed me in Quake (the first one) was the demo recording system. The system was deterministic enough that it could record your inputs/the game state and just play them back to get a gameplay video. Especially given that Quake had state of the art graphics at the time, and video playback on computers otherwise was a low-res, resource intensive affair at the time, it was way cool. It always s…
Rocket League is a relatively recent game that allows match recording. It’s nice.
Re: Game devs explain the tricks involved with letting you pause a game
#49I quite like when games keep playing some visual-only animations when paused. Like torch flames and trees swaying in the wind.
Re: Game devs explain the tricks involved with letting you pause a game
#50The strangest pause bug I know is in Mario Sunshine: pausing will misalign the collision logic (which runs 4 times per frame) and the main game loop. So certain specific physics interactions will behave differently depending on how many times the game has been paused modulo 4.