Serialization might not be the bottleneck though. It's a free, open-source library and seems fairly mature though after having to essentially re-implement the whole library in Java, I'm not sure it's entirely as fast as it could be when it comes to serialization. I haven't delved too deeply but I made a few observations.įirstly, most of main game data is serialized into binary using the SharpSerializer library. I figured some people might be interested in how the save files work since save/load times are a bit of an issue. There's nothing stopping the code being built on Macs, however the JCEF dependencies are not pre-built and bundled with the source code in the repository yet so you will have to build those too. Some work was already done towards allowing characters to be imported and exported (just like in the IE games) but it turned out a bit more fiddly than initially imagined and was disabled for this release.Īll of the data for the above is present in saved game files though so it should all be eventually possible. using an intuitive UI and to save them in a format that allows them to be inserted into a saved game that Pillars of Eternity will recognise. One of the long-term goals of this project will be to allow people to create and edit items, talents, quests, etc.
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