The Implementation of Rewind in Braid
推荐理由
Here's a GDC talk about the rewind system in which he explains some of the hurdles he had to deal with
说明
这是2016年由GDC Festival of Gaming发布的一部演讲,主题归在Game programming & engines。它讲的是game rewind mechanics这一支里的具体问题,而不是把整个领域扫一遍。适合已经能看懂基本术语、想继续往下走的人。内容上可以概括成:Jonathan Blow's GDC talk explains how the time-rewind mechanic in Braid was designed and implemented, including the technical hurdles such as memory limits and state history. It covers both design and engineering concerns.这些读者给出的理由,核心是:HN commenters cite it as the reference for how a rewind system works and as a point of comparison for undo and serialization approaches.讲法不绑某一条新闻,过几年仍然可以当材料看。从2018年到2023年,有2位不同的读者在2个不同月份把它推荐出来,其中明确叫别人去看的有0次。适合一次性看完。讲者把一个判断讲透,演示是在给这个判断配例子。如果已经会了基本定义,就把注意力放在它怎么把game rewind mechanics变成能跟着复述的例子。
视频信息
- 频道
- GDC Festival of Gaming
- 时长
- 26 分 56 秒
- 发布年份
- 2016
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