Re: [Alephmodular-devel] A note on films
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-01-19 07:34:12
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On Saturday, January 18, 2003, at 03:38 PM, Woody Zenfell, III wrote: > > (I assume it's obvious that the "checkfile" would be generated from > the filmfile as early as possible... then occasionally in the game's > development lifetime, that original filmfile and checkfile would be > used to make sure everything's still working the same way internally.) > > I guess I didn't get my point across very well - must not have used > enough words. ;) Your initial posting didn't seem to be clear on working with a separately generated state file. I must say, the idea is interesting. I'm almost wondering if, for, debugging such a state file could be the output of either an alternate or pass through Animation layer implementation... Output a game tick and all the attitude changes of objects within that tick. I agree that this could be useful, unfortunately I'm unsure when such a test harness could be implemented. (It seems to require we have our interfaces defined already :/ ) > OHH, or maybe there's a concern that AM *already* diverges from M2 > behavior. Well, right, obviously the checkfile scheme can't detect > that since M2 doesn't write checkfiles. (I guess you could carefully > hack the binary or something to add this capability in, but...) I don't think AM appreciably diverges yet. At the very least I as checking through a couple of the demos in M2 proper and all the key points seemed to be hit, including player death in one of them. > A checkfile alternative could be to use a saved-game at the end of the > film, the idea being that if the states diverge at some tick, they > will be different for all subsequent ticks, and thus will show up in > the final state. And of course a saved-game captures all relevant > game-state, and so *might* be able to catch things that merely the > value of get_random_seed() would not. (Though I rather doubt it, in > practice.) And, automatically comparing two whole game states is not > nearly as easy as comparing two 16-bit values. (Yeah you could > actually write the two saved-games out and diff them or something, but > it's more painful to automate.) Yeow, that just sounds really really painful. I rather like the idea of the diffable checkfiles. You don't just know that things diverged, but you know the tick and calculations where they did. -Jeremy Parsons |