Looking for some advice or some further reading. Most of my attempts at games so far have used JSON to store the data as players would create relatively very minimal data.
My most recent game, however, may give users the potential to create very large datasets which I would like to store for their future game sessions as I will be saving instances. I have already tried to mitigate this somewhat by only saving vertices of the objects, as well as approximating the properties of that object - the rest of the data is procedurally generated from that saved info.
However, I am still a little concerned, so I was wondering if:
- Is Stravant’s BitBuffer (and the subsequent updates by other users) the best & most used way to save large data? (I understand this comes with some computational cost and does take time to load/save)
- If not, I’m assuming I am able to split the data across multiple instances for each player in JSON format?
- If you have in the past / currently handle large amounts of save data, what method do you use?
Thanks