conversion of program state into a storeable format

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18
votes
6answers
5k views

How do I create a save file for a C++ game?

I am coding my final for a Video game Programming course, and I want to know how to create a save file for my game, so that a user can play, and then come back later. Any idea how this is done, every ...
1
vote
0answers
109 views

DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?

I'm (de)serializing some datastructures for a network-multiplayer game, and for each datastructure that's to be (de)serialized, I want to define the order of (de)serialization only once for ...
0
votes
1answer
139 views

C++ formatted serialization [closed]

I've decided it's time to implement serialization in my simple engine but this has caused me many headaches for the past couple of days/weeks. My engine uses an entity/component based approach similar ...
6
votes
2answers
213 views

Networking Questions: Serialization and Frequent Small Packets or Fewer Large Packets

I'm working with a socket server and I'm trying to decide how to update all of the clients. I'm currently sending few packets with entire objects serialized in JSON. In most cases this adds a lot of ...
11
votes
8answers
828 views

Converting a 2D curve into points for data storage

I’ve created an algorithm which converts any curve i.e. path into minimum number of points so that I can save it into a file or database. The method is simple: it moves three points in equal steps ...
0
votes
0answers
65 views

Sceneview Lags when using Arrays

I'm getting a strange behavior here - when i create a simple C# script which holds an Array of classes, where both, the script class and the array classes, are marked as Serializable, my sceneview ...
5
votes
0answers
740 views

Why does XNA's ContentManager follow generic type parameters for serialization purposes?

I've finally gotten to the bottom of a problem and am wondering what my best recourse is. In short, the problem is that XNA's ReflectiveReader reflects into generic type parameters, even if no ...
1
vote
1answer
117 views

How do I implement Unreal-like object serialization?

Recently, I've been working on the core of my engine, and as I'm moving forward I find myself developing throwaway code to read files and simple data into the engine. This got me thinking about how I ...
0
votes
0answers
104 views

Dynamic proxies for game objects

I am looking for the best approach to build an observer that can monitor the changes in the game object for purposes of client/server synchronization. For example my game may have multiple game ...
0
votes
1answer
254 views

Multiplayer Game Data Serialization Problems

I want to create a simple game that can be played with one to two player. I plan on using TCP sockets, Farseer Physics, XNA, a BinaryFormater and a Memorystream. as far as i know i can't do the ...
1
vote
1answer
297 views

Deserialize inherited classes into the same list in XNA

I am writing a Gui for a game (for what else ...). Therefor I wrote a class GuiElement which has some serializeable fields. From this class I deflect a Class "Button" which has one serializeable field ...
5
votes
5answers
767 views

What is Serialization?

I have been around programming for a while as a hobby, but I did not start seeing this concept until recently. I have google'd "what is serialization" numerous times, but I never actually get any sort ...
9
votes
5answers
7k views

What are good solutions for serialization in C++?

I'm curious what solutions game developers have come up with for serializing the different types of data that they deal with for their games. Do you guys use some monolithic GameObject hierarchy that ...