Fe Rewind Script — [work]
It collects the CFrame (position and rotation) and potentially the Velocity of specific entities. :
The first rule of rewind: Do not store the entire DOM . Store a diff or a serializable snapshot.
Creating a rewind mechanic is fundamentally a data management challenge. You cannot simply "tell time to move backward." You must store a history of the present to reconstruct the past. FE Rewind Script
const useRewind = (reducer, initialState) => const [state, dispatch] = useReducer(reducer, initialState); const rewindScript = useRef(new FERewind());
: The "FE" designation is crucial; it means the script is designed to replicate your movements to the server so that other players see your character moving backward in real-time. How the Script Works It collects the CFrame (position and rotation) and
Let's construct a modular using vanilla JavaScript (framework-agnostic). We will target three core pillars: Capture , Store , and Restore .
As WebAssembly and Rust frontends grow (e.g., Yew, Dioxus), the complexity of state rewind will increase. However, the core principles of remain constant. Creating a rewind mechanic is fundamentally a data
Your users will thank you. And more importantly, they will stay.
Data is stored in a table (array). To prevent memory leaks, scripts often use a "Circular Buffer" where they only save a set number of frames (e.g., the last 60–300 frames) before overwriting the oldest data. :
useEffect(() => rewindScript.current.capture(state); , [state]);
const snapshot = createSnapshot(state); this.stack.push(snapshot); if (this.stack.length > this.maxSize) this.stack.shift(); this.currentIndex = this.stack.length - 1;
