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In our past games, we had extensive C++ serialization (marshalling, pickling, whatever you call it). We had to fight gcc 2.95, metrowerks, and few other compil
by malkia 16y ago
In our past games, we had extensive C++ serialization (marshalling, pickling, whatever you call it).
We had to fight gcc 2.95, metrowerks, and few other compilers putting the "virtual table pointer" at different places - begining of object, end, etc. Then alignment differences (not strictly C++), and bitfields. Hopefully mangling was avoided, as we did not had to reference at runtime the data, we had pointers.
It was quite messy, and you could not reuse exported data - had to be for each platform/compiler.