Skip to main content

Time Shift

If you have been following the list of games that are coming up this holiday season.. you would have come across the game called TimeShift. The game boasts of the player being able to control the time. Well we have all seen slow motion effects in games like max payne , matrix, Fear etc.
The Prince of Persia had the rewind thing which was pretty good. This same feature is now available in TimeShift and you can even do that in multi player. Sounds cool right? any way i was wondering how we can actually implement such a feature in the game?

How do you actually rewind the events that already happened ... well it wont' happen ever in real life.. but how do we provide such an implementation in a game engine? The first solution which came to my mind was..:
1) Store the motion details of each object and just trace back the positions?
2) Inverse kinematics ? (Could be too complicated...? approximations might cause problem?)
What do you guys out there think is a good solution to this problem?

Comments

mythalez said…
storing the past is more reliable I guess ... this may work well .. if ther is limit to the how much u can rewind ...
but if the time-length is too much to store then maybe it becomes intractable?
Unknown said…
@mythalez is true,

i believe this is something like the brutforce motion blur implementation in which u store 6 previous frames and keep discarding the oldest one when a new comes in.

here you can do the same, by keeping & discarding the object coordinates in a buffer.

though i really think reverse kinetics is a more elegant solution to this, it can become cpu hungry.
IndianTiger said…
since there will be a limit to the amount of time to be back-tracked, lets say for every interval of time they store a copy and when u try to backtrack - just load the particular saved copy (really quickly) ... maybe thats how its done.
^_^

*** Noob talk

Popular posts from this blog

Epic Games Store on Steam Deck

EGS ( Epic Games Store ) like it or hate it, has been giving away free games and if you like free games you would have picked up atleast a couple of them. So given that some of those games are Deck Verified / Playable, its fair to assume you would like to install the EGS on the Deck.  Installing EGS on Steam Deck Switch to Desktop Mode on your Steam Deck Download the EGS installer for windows from the Epic Store website: https://store.epicgames.com/en-US/download (using your web browser of choice)      Open Steam in the desktop mode and add the installer as a non-steam game                                In the browse window, switch from .desktop files to All files. Select EpicInstaller-xxx.msi and add it to steam library. Find EpicInstaller in your steam library and open its' properties by hitting the "Gear" icon on the right ...

Flash animations in GoDot Engine

If you have not heard about GoDot game engine,.. you should check it out right away.. godotengine.org Last time, i wrote a blog post about my experience making a simple physics game to GoDot Engine. Though there are a bunch of free options announced during the GDC this year, i thought ill' contribute to the engine. The one piece that is most important for game dev is the pipeline for the engine. One of the most common tools used for 2D animations is Flash. I have been using a library called Super Animation for almost all the games we've made for android at TMG. It's  a  free tool which lets you convert swf files to .sam files. This file can then be loaded in Cocos2Dx using the Open source loader library  https://github.com/raymondlu/super-animation-samples I thought it would be a good idea to port this cpp library to GoDot so that i understand how to write custom modules for the engine. This is the video of the module in action. I have expos...

Vehicle Physics (Godot 2D)

I've always been fascinated with the vehicle physics used in games. I played so many racing games / the hill climb games and every single time i would wonder wow that must be really hard to do. Thanks to the new generation of game development tools, developing physics based games has become almost a second nature to most people. I didn't want to be left out so i gave it a shot.. I tried setting up vehicle physics in GoDot Engine for a 2D vehicle. Here is what the vehicle scene looks like.. 2D vehicle setup in GoDot As you can see the body collision shape is not right but the rest of the stuff just works. The idea is simple think of what parts move along with the body vs what doesn't. I was kinda stuck setting up the pinJoint2D in GoDot, it actually clearly takes two nodes under the properties. This makes sure that the wheels are hinged to the DampingSpring2D. The Damping Spring2D takes two physics bodies(Body and the PinJoint2D) and makes it work like shock ab...