Timewinder

Timewinder

Hold R to rewind the last ten seconds. Cross the sweeping hazard, reach the cyan platform, and undo your mistakes on the way.

1 player

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An industrial test lab with one player, four physics props and a moving hazard. Hold R and the whole scene scrubs backwards at double speed, props, player and animation together, up to ten seconds into the past. Let go and play resumes from exactly that moment, with the abandoned future thrown away. Hold Shift for quarter-speed slow motion.

Touch the amber sweep and you are stopped in your tracks. Rewind to before the contact and try again.

Built from a prompt

How it was built

The brief this demo started from, and what the AI did with it inside the editor.

How all the demos were made

The brief, in short:

Build a time-rewind demo: a small arena where the player can hold a key to rewind the last ten seconds of everything (the player, the physics props, a moving hazard), release to resume from that point, and hold another key for slow motion. Document what the engine makes easy and what it still needs.

The agent gave one scene script sole ownership of time. Every frame it records a snapshot of six tracks (position, rotation, linear and angular velocity, plus world time, the hazard's phase and the player's animation clip and playhead) into a ring that holds a ten-second window. Rewind freezes physics with the engine's native time scale at zero and scrubs through the ring, interpolating positions and quaternions between samples. Release restores an exact sample and discards everything newer.

  • Slow motion is the native time scale at 0.25. The script reads the unscaled clock for the HUD and camera so they stay responsive while the world crawls.
  • The concrete and cargo textures and the reversed scrub sound were generated by small Python scripts in the workspace, the sound by reversing a synthesized sweep's samples before upload.
  • A Lua timeline test covers history expiry, the freeze boundary, branch truncation, oldest-frame hold, quick taps and reset while frozen.

Its first version faked the freeze with velocity and gravity tricks and measured 4.5 mm of crate drift. It filed a support request for a native time scale and unscaled clocks, which were deployed on 14 October. The rebuilt demo measured zero drift on every track. A fixed post-physics recording hook and atomic world restore are still on the engine's list.