|
|
|
|
|
by alexvitkov
732 days ago
|
|
A full memory dump for a game will nowadays often be multiple gigabytes, that's a non-starter. Even back in the day, Game Maker had a function to dump the state to disk that was intended for game saves. It sucked - turns out there's a bunch of state that you don't want in your savefile - keybinds, settings, even most game state actually. Save state should be opt-in, not opt-out, and on top of that a VM/memory dump makes it a very big pain to opt-out. |
|
On the flipside, there are (hopefully obvious) big advantages for the development process, when you can snapshot full states.
Of course, none of it matters if you actually need max performance — no AAA shooters would use it. But there are lots of not-performance-critical games which might benefit more from the better development experience at the expense of some performance. Perhaps point-and-click adventures, sidescrollers, shootemups, and such.
Anyway, just spitballing (:
I'm working on a game now that has almost no state, and I wish for a way to have that same freedom I feel in a more stateful traditional game, without having to muddy up everything with serialization interfaces et. al.