4 ms·
The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable. For co
by b112 4mo ago
The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable.
For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine.
So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save.
Heartbreaking.
- apitman 4mo ago> So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save. It's super impressive this works at all.
- recursivecaveat 4mo agoStarcraft 2 has the same overall design. If you disconnected and rejoined in an online match you could watch it scrub through the entire game to get back to the synchronization point (not theoretically necessary I guess, but probably avoids a lot of headaches). 10:1 for simulation to real-time feels pretty on-par with what I remember blizzard could achieve.
- philistine 4mo agoOpenRA has that ... for single-player saves!
- deleted 4mo ago[deleted]
- lenkite 4mo agoNow, that is what I call taking the "Command Design Pattern" to heart!
- paulryanrogers 4mo agoPerhaps because their focus is on multiplayer, where saving and loading isn't as in demand as SP
- jancsika 4mo agoI want a VCS that works this way: 1. download current version of Linux 2. an MS-DOS/Minix dualboot VM starts with Linus beating Prince of Persia 3. fast-forward all the way through the history of Linux to him merging the relevant patchset
- teruakohatu 4mo agoDoes that apply even for single player saves?
- mmooss 4mo agoWhy is saving the state hard for them? So many games and other software save their state .... Imagine Excel 'replaying' the spreadsheet to return to the latest state.
- saidnooneever 4mo agoit sounds so stupid u know i am curious Why on earth people would do this. How it is not possible to dump some memory as save/load. is the game state not known?? :/
- rcxdude 4mo agoSave files are not just memory dumps, you need to have a serialisation/deserialisation mechanism for the game state. But this is not generally a viable way to do RTS multiplayer, so you either need to build both a save game system and a deterministic replay system (which might each make the other more complicated), or go for the latter which you need to do anyway and then reuse it for saving the game as well.
- lsaferite 4mo agoFactorio manages to pull it off and I'd argue they are tracking far more individual entities.
- rcxdude 4mo agoIt's not impossible, it's just a question of if it's worth the effort. Factorio was kind of forced into it, because a) they built a save system before they went multiplayer, and b) it's impractical to replay a factorio save when loading a game, because it lasts a lot longer. (note that factorio does a hybrid: multiplayer works like an RTS but starting from a save game instead of from scratch. If your PC can barely keep up with a server that you're joining, it can take a long time to actually get into the game or actually just not be possible)
- mmooss 4mo ago
- bob1029 4mo agoI don't understand why checkpoints couldn't be introduced. Surely someone could insert breakpoints and figure out a way to serialize relevant state.