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by dfox
2639 days ago
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Major reason why many game engines used to have native core and then some kind of "scripting" language for game logic (think Unreal Engine before 3, but many engines are similar) is that then you can trivially serialize the simulation state (ie. save game) and even run the whole thing as either lock-step, forward predicted or fully distributed network game without much effort on the part of whoever is writing the "scripting language" part of the game code. |
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Also doing savegames by just serializing the entire scripting VM may work in some cases, but can also be problematic, since you're mixing ephemeral data with gameplay state. Last U3 engine game I worked on had explicit savegame serialization :)