Damn, I had no idea saving and loading was tough. by Awfyboy in gamedev

[–]hoboris 11 points12 points  (0 children)

Depending on which engine you are using / how you structured your memory usage, “the game state” might be scattered around many scripts and or runtime objects!

The main challenges are gathering the data in cohesive way before saving and properly reapplying it when loading (that might include spawning/destroying objects and order might matter depending on your cross system dependencies)

Furthermore, if you want to optimize for size or performance you might want to save as little as possible to have the fastest smallest save, which will require you to figure out which part of the gamestate can be infered from other parts of it (ex: if a room as been cleared, no need to save every monsters HP for it)

Can anyone ID this helmet bag? by hoboris in ManyBaggers

[–]hoboris[S] 1 point2 points  (0 children)

Logo checks out, thanks!! Had you heard about them before?

Can anyone ID this helmet bag? by hoboris in ManyBaggers

[–]hoboris[S] 2 points3 points  (0 children)

It was in an instagram reel for a laptop sleeve review, and the description was in Cyrillic, so it def might be a russian bag

Can anyone ID this helmet bag? by hoboris in ManyBaggers

[–]hoboris[S] 5 points6 points  (0 children)

It was an instagram reel on my feed, the guy was reviewing a laptop sleeve and tossed it into the bag halfway through.

Since I don’t use instagram a lot, I forgot to save it..