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That is more or less how video game replays work, as well as netcode in multiplayer games. They store the series of events that lead to a given state; you don't
by tetrep 10y ago
That is more or less how video game replays work, as well as netcode in multiplayer games. They store the series of events that lead to a given state; you don't need to waste resources on a block-chain.
There's no technological reason as to why you couldn't arbitrarily interrupt a replay and take control from that point forward, effectively forking the replay, but I don't know if any games allow you to do that.
Multiplayer servers essentially keeps forks of reality for short durations to do lag compensation as it reconciles the actions that clients send it to create one timeline that is pushed to all clients.
- SimonPStevens 10y agoMany modern racing games (Forza for example) have a rewind feature which is essentially a replay of the last 30 or so seconds where you can take over at some point and continue driving as if you hadn't just slammed into the tyre wall.
- kordless 10y ago> multiplayer servers essentially keeps forks of reality for short durations to do lag compensation And now you know why I put this comment in a post about causality. Resources spent on storing information in the blockchain would be exceeding useful in a multiplayer environment. Keeps things trustworthy.