HackerTube.dev

The Implementation of Rewind in Braid

GDC Festival of Gaming · 140.7K views · 2016-12-12 · 26:56

Open on YouTube ↗

If playback is restricted in your region, try opening the original video. Use Mark watched to add it to your marked videos.

Overview

Jonathan Blow's GDC talk explains how the time-rewind mechanic in Braid was designed and implemented, including the technical hurdles such as memory limits and state history. It covers both design and engineering concerns.

On Hacker News

HN commenters cite it as the reference for how a rewind system works and as a point of comparison for undo and serialization approaches.

Recommended by 2 HN people across 2 months · HN mentions 2018–2023

Topics

Search by tags

What people said

OnionBlender · 2023-11 · Recommendation

If you're curious how the time rewind was implemented, Blow did a GDC presentation back in 2010. [VIDEO]

Read the original HN comment ↗
m00n · 2018-08 · Recommendation

Seconded. It was a great game, albeit with not so much replay value. There is a great interview with Blow on the technicalities of the warping effects in Braid: [VIDEO] In addition to Limbo and Inside, may I also recommend: Portal 1&2 Antichamber VVVVVV increpare.com In particular Stephen Lavelle (@increpare) makes games with much darker and more interesting social implications. Although, Braid accurately predicted the "nice guys" trope.

Read the original HN comment ↗
AnIdiotOnTheNet · 2023-03 · Reference

> I don't think that's an earned position. I disagree. > You say he has more credits but only one of those is programming since Braid. He did start a company after that you know. A successful one that makes money and employs people to make art . I don't imagine that running a business takes no time from his life. > But even at the time Braid could have been written in python SDL wrappers and probably had similar performance Braid did a lot more than you give it credit for. Here's a GDC talk about the rewind system in which he explains some of the hurdles he had to deal with: [VIDEO] Pay particular attention to the discussion of the background particles and how to get that to work within the RAM constraints. > On the other hand, on a software engineering level those paint by numbers Modern Warfare and FIFA games are both more technically impressive and are designed for fast iteration Hardly anything about these games change from release to release. They're not exploring new gameplay problem spaces, they're not doing anything super interesting or surprising on a technical level either and I don't get why you think they are. Of course if you keep using essentially the same engine and know exactly what you're trying to make, making another like a goddamned factory is going to happen quicker than if you're trying to make something unique and meaningful. > If clean code is about maintenance and time to market, the Blow paradigm hasn't proven that its needed or fixes the holes in cl

Read the original HN comment ↗

Sources

Video by GDC Festival of Gaming, played through YouTube.

Data and selection notes

HN summaries and labels may contain AI errors. HN dates refer to discussions, not video publication.

HN Library: HackerTube export (2026-10-31) and open-index/hacker-news. Upstream summaries and classifications may contain AI errors.

Views, duration and playback status refresh separately from the published catalog. When an update fails, existing data remains visible.

Selection checks
  • SaaS & AI candidates: Topic keywords do not match
  • Editor-approved picks: Editorial review is required

Rule matches identify candidates. They do not guarantee video quality or financial results.

About the library and its sources