Do you have any recommendation for how to use this for a networked save game?
Do you typically serialize the whole world state? or a select slice? or a different structure entirely?
I use the system to send only what is needed to the client, not marked up for single player serialization.
I'm expecting to have to create a separate 'save' structure, but before I did that, I was wondering if there was a way of looking at this that I'm not familiar with.
Do you have any recommendation for how to use this for a networked save game?
Do you typically serialize the whole world state? or a select slice? or a different structure entirely?
I use the system to send only what is needed to the client, not marked up for single player serialization.
I'm expecting to have to create a separate 'save' structure, but before I did that, I was wondering if there was a way of looking at this that I'm not familiar with.
Thanks.