There's a reason I suggested doing it all on the server. As Cycles would probably mention clients only get the data pertinent to them. A server authoritive recorder could record everything and let a user replay any part of the battlefield. A client version would only include stuff immediately around the player. Even stuff immediately on the other side of the door or down a hallway might be portal tested away until it's important.
As a programmer I'd design the server to send packets to a recording server treating it as a client with unlimited bandwidth and an unlimited area of interest. Then write the packets to a database after deserializing them. This would ideally record the full simulation in such a way it can be replayed from any point given key frames of fullstate every few seconds to apply the delta information to.
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