|
|
|
|
|
by downandout
3979 days ago
|
|
>I wonder how long before games start being developed for server side rendering. A while ago I was working on a flappy bird clone (as a test bed for the technology) that kind of did this. The app ran locally on the device, however it created a text-based record of all objects and their movements on the screen, and at the conclusion of each game, had the ability to ask you if you wanted to upload a video of the game you just played to YouTube. If you selected yes, the small text record of the game was uploaded to the server, where it was used to create a video of the game as you played it and upload it. The idea was that if it were super-easy and used almost no mobile bandwidth to upload video of game sessions where people liked their results enough to share, it would go viral. The technology worked well in tests, but then flappy bird popularity kind of died before I released it. Now I'm working on implementing it in another game. |
|
- the introduction of replays in Halo 3 (which worked the same way - by saving the data of the entire session, one could freely move the camera around the entire map and observe any part of the game at any point in time)
- Super Meat Boy's level-end combined replays (which replayed all of the user's attempts simultaneously, creating a pretty amusing sort of "heatmap" effect)
I think this will eventually become standard for games where replays would be valuable or fun to watch. But I'm not sure about actually rendering live games server-side until we're at a point where input latency is unnoticeable.