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Session Name:

Implementing a Rewindable Instant Replay System for Temporal Debugging


Traditional game debugging methods are far too low-level and cumbersome for most high-level code. Classical debuggers also lack any history and are unable to rewind time. This talk will focus on the benefits, implementation details, and uses of an in-game rewindable instant replay system, and how a rewindable replay system is far superior for debugging and tuning than a deterministic replay system. The talk will outline how to implement a basic replay system in just a few days. Additionally, it will highlight how to better compress the data, how to cope with low memory environments, and further optional enhancements.

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  • GDC 2013
  • Mark Wesley
  • 2K Marin
  • free content
  • Programming
  • Programming