#braid#jonathanblow#rewindmechanic
The Implementation of Rewind in Braid
555K subscribers • 54 videos on Hallway • Conference channel
- Recommended by 3 people: 2 on Hacker News and 1 on Lobsters.
- A classic. People kept recommending it from 2016 to 2023.
- Presented by Jonathan Blow, creator of Braid
- May be out of date. Uploaded 9 years ago, in an area where tools change fast.
Intermediate. Assumes working knowledge.
140K views9 years ago3 recommendations
Game developmentSystems programmingGame programmingUnity, Unreal and GodotPerformance and optimization
Jonathan Blow explains the technical and design challenges of implementing the time-rewind mechanic in Braid, focusing on memory limits and state history.
In this GDC 2010 talk, Braid creator Jonathan Blow breaks down the technical and design challenges behind implementing one of the most iconic time-travel mechanics in video game history. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter twitter.com/Official_GDC Check out our Facebook page for GDC exclusives facebook.com/GameDevelopersConference Visit our site: ubm.io/2ctNvqZWhy it's here
3 people recommend thisWhat people say. Recommended as a classic talk on game state serialization and the engineering behind Braid's time-travel mechanics.
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