Horde3D

Next-Generation Graphics Engine
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 Post subject: Recording horde
PostPosted: 25.09.2010, 23:33 
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Joined: 19.04.2010, 02:00
Posts: 3
I'm trying to find a way to run a horde application non-interactively, but I need to a way to record the output for later viewing. Has anybody solved this problem before and have some advice?

Thanks.


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 Post subject: Re: Recording horde
PostPosted: 26.09.2010, 00:14 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Running non-interactively is purely a feature of your simulation code. I would generally advocate designing your application so that it can take a sequence of time-based events from a file, as an alternative to user input.

As for recording the result for later, any screen capture software would work - try FRAPS if you are on Windows. It would also be possible to capture/encode/record in your application itself, but this is a fair amount of work.

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Tristam MacDonald - [swiftcoding]


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 Post subject: Re: Recording horde
PostPosted: 27.09.2010, 22:41 
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Joined: 16.05.2009, 12:43
Posts: 207
Use events to update your code with. Fix the timestep to something regular and then store all events (for this its better that they go through a central event manager). When you play back the events and use the same timestep you should get exactly the same output as long as you have everything properly event-driven.

I use librevel for storing individual frames of output into an AVI file on the fly.

Dont forget your fixed timestep doesnt have to be "realtime" so you can literally take all day per frame if you like, as long as it is fixed.


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