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b112yesterday at 2:49 PM7 repliesview on HN

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.


Replies

jancsikayesterday at 10:28 PM

I 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

apitmanyesterday at 2:55 PM

> 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.

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bob1029today at 7:38 AM

I don't understand why checkpoints couldn't be introduced. Surely someone could insert breakpoints and figure out a way to serialize relevant state.

lenkiteyesterday at 4:13 PM

Now, that is what I call taking the "Command Design Pattern" to heart!

paulryanrogersyesterday at 5:23 PM

Perhaps because their focus is on multiplayer, where saving and loading isn't as in demand as SP

teruakohatutoday at 5:27 AM

Does that apply even for single player saves?

mmoosstoday at 5:52 AM

Why 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.

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