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.
> 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.
I don't understand why checkpoints couldn't be introduced. Surely someone could insert breakpoints and figure out a way to serialize relevant state.
Now, that is what I call taking the "Command Design Pattern" to heart!
Perhaps because their focus is on multiplayer, where saving and loading isn't as in demand as SP
Does that apply even for single player saves?
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.
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