• wax@feddit.nu
      link
      fedilink
      English
      arrow-up
      0
      ·
      2 years ago

      Each object also needs the orientation, possibly also velocity and angular rates.

    • vithigar@lemmy.ca
      link
      fedilink
      English
      arrow-up
      0
      ·
      2 years ago

      Bold of you to assume the data in save files is packed binary and not something like JSON where { “x”: 13872, “y”: -17312, “z”: -20170 } requires 40 bytes of storage.

      • addie@feddit.uk
        link
        fedilink
        English
        arrow-up
        0
        ·
        2 years ago

        Agreed. JSON solves:

        • the ‘versioning’ problem, where the data fields change after an update. That’s a nightmare on packed binary; need to write so much code to handle it.
        • makes debugging persistence issues easy for developers
        • very fast libraries exist for reading and writing it
        • actually compresses pretty damn well; you can pass the compress + write to a background thread once you’ve done the fast serialisation, anyway.

        For saving games, JSON+gzip is such a good combination that I’d probably never consider anything else.

    • tehevilone@lemmy.world
      link
      fedilink
      English
      arrow-up
      0
      ·
      2 years ago

      Save bloat is more often related to excess values not being properly discarded by the engine, if I remember right. So it’s not that the objects themselves take up a lot of space, but the leftover data gets baked into the save and can end up multiplying if the same scripts/references/functions get called frequently.

      It was a lot worse with Skyrim’s original engine, and got better in Fallout 4 and Skyrim SE. The worst bloat happens with heavy modlists, of course, as they’re most likely to have poor data management in some mod.