The position of all the joints as they move is recorded, but not just at a fixed point all the coordinates of your ghost's joints are recorded, as are the velocities and their status (held etc).
incorrect and irrelevant, they are not
all recorded, theyre simulated and dont get transferred between client and server. like i said, the only thing that gets transferred between client and server at the end of each turn is each toris joint status (to the server) and each toris final position and velocity (calculated by the server, transferred to the client). the "simulated" calculations done by the client to show how your tori moves doesnt affect the server and takes little to no physical memory to calculate (you only need variables for position and speed) and doesnt use a whole lot of processing power.... do you understand what i am saying? physical memory plays no role in this.
Each of these values (excluding status of joint) takes up 7 s.f. if i remember correctly and there are a LOT of values, and must be using floats, so in a 64x system that is 8 bytes per data value. with the number of data values there are, this multiplies to many, many, many times more than your post, which I assume is using ASCII characters which only take 1 byte per character.
even if you assume that all the joints have x y z + x y z velocity floats (and not another more efficient way of calculating tori positions), thats still less than 1kb of data to be transferred over FROM the server, client only sends joint status, otherwise this game would be easily hackable. your entire argument is about physical memory which has nothing to do with this... not to mention that my post does in fact contain more data than what you said lol.
and we have even got to collisions and animations yet.....
they are all a product of the same data we mentioned, not a whole new thing.
once again you speak of toribash as its the most complex, resource intensive simulation of moving dummies ever made.
oh, and this..?
the result of ray tracing, shaders and reflections. disable those and your chrome browser will use up more phyiscal memory than toribash....
heres my toribash with no ray tracing or reflections (even looks better imo)
if youre curious to what uses most of the memory in the game, rest assured that its not the calculations from gameplay or the relationship with the server. its mostly the memory used up by the games base library dlls such as SDL, lua and oggs..aka things like graphics, sound, etc.
edit: i hope at least other players drew something from my posts, you specifically seem to be stubborn. your next post illustrates your ignorance and limited understanding of the topic; to even suggest that replays share the mechanics of the actual gameplay is silly. your entire argument could be compared to a someone not wearing clothes out of an irrational fear for his body collapsing under the weight. i dont want to continue replying pointlessly.
Last edited by HentaiSatan; Apr 8, 2015 at 03:42 PM.