Goronmon@lemmy.world to Games@lemmy.worldEnglish · edit-25 months agoGOG will delete cloud saves more than 200MB per game after August 31stsupport.gog.comexternal-linkmessage-square44fedilinkarrow-up1185arrow-down10 cross-posted to: [email protected][email protected][email protected]
arrow-up1185arrow-down1external-linkGOG will delete cloud saves more than 200MB per game after August 31stsupport.gog.comGoronmon@lemmy.world to Games@lemmy.worldEnglish · edit-25 months agomessage-square44fedilink cross-posted to: [email protected][email protected][email protected]
minus-squareaddie@feddit.uklinkfedilinkEnglisharrow-up9·5 months agoAgreed. JSON solves: the ‘versioning’ problem, where the data fields change after an update. That’s a nightmare on packed binary; need to write so much code to handle it. makes debugging persistence issues easy for developers very fast libraries exist for reading and writing it actually compresses pretty damn well; you can pass the compress + write to a background thread once you’ve done the fast serialisation, anyway. For saving games, JSON+gzip is such a good combination that I’d probably never consider anything else.
minus-squarecactusupyourbutt@lemmy.worldlinkfedilinkEnglisharrow-up3·5 months agoprotobuf does all of these (well, except compression which you dont need)
Agreed. JSON solves:
For saving games, JSON+gzip is such a good combination that I’d probably never consider anything else.
protobuf does all of these (well, except compression which you dont need)