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Persistence
Lukas edited this page Aug 7, 2024
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This module handles saving data to disk and has various utilities that help with organizing data and interfaces that streamline loading and saving.
E.g if a compiler introduces padding to a struct, this can make it impossible to deserialize the data with a different compiler. Strong guarantee: A save can always be loaded by the program that made it! Generally true: If a game is compiled with different compilers (GCC, Clang, MSVC), saves can still be loaded the other version This strategy is chosen mainly for its flexibility but also simplicity.