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  Saving/load system  (Read 435 times)
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Offline Mac70
« Posted 2013-04-24 19:17:39 »

Like in topic - do I have to make the whole save/load system from scratch for everything I want to save/load or is there any easier and faster way to handle this?

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Offline wreed12345

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« Reply #1 - Posted 2013-04-24 19:22:08 »

What do you mean by system? Also what type of things are you trying to save?

Offline Mac70
« Reply #2 - Posted 2013-04-24 19:24:45 »

By system I mean way to save the whole game state - entities, settings and then load them from files.

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Offline ctomni231

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« Reply #3 - Posted 2013-04-24 19:37:49 »

Usually, if you want full control over your save/load system, the best way to do it is from scratch or just using Java serialization. There are other options, but I already stated them in this topic (which might be a good read).

It all depends on the control you want. Most of these systems are already pretty fast. Reading from a file is one of the most basic computer commands after all. The speed issue comes from how you plan to organize your data. But to answer your question directly.

Just use a .txt file to write/read data.


Offline wreed12345

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« Reply #4 - Posted 2013-04-24 19:53:00 »

Yeah a .txt should keep things very simple for you

Offline princec

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« Reply #5 - Posted 2013-04-24 21:34:06 »

I just use Java serialization.

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Offline Longor1996
« Reply #6 - Posted 2013-04-24 21:35:49 »

I use an seriziable Named-Binary-Node-Tree.
Very useful and no problems with changing classes.

Reasons the system is useful.
  • Small and Compact
  • Data is saved in Binary form, very small
  • Little-to-No overhead while saving/loading
  • Binary Tree is structured like an XML document
  • No problems when classes undego major changes

- Longor1996

Sorry for my bad English! That's because i am from Germany.
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