Re: Complexity of new hardware

"Adrian Stone" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <8DFF05003B2F4806B23A8C1B1D0940A0@8MILES>
> From: Alen Ladavac [mailto:[email protected]]
>   _(6) FLOAT pwp_fMinimumWoundEffectStrength; _("Minimum wound effect
> strength" min="0.0f" max="1.0f")

Thanks!  Very interesting.  Definitely just a different aesthetic taste
here.


> IME for serialization compatibility in 99% cases you need member
> removing/adding/retyping members, and changing base classes.

Not sure if this was clear, but we don't need the multiple field shenanigans
in the simple cases either.  Removing a field without preserving the data is
just a matter of deleting it.


> This reminds me of one thing I was meaning to comment earlier... I
> prefer opposite logic to this. If I don't specify anything, I'd
> assume save+load would be the default as that's most often used. But
> again, some like it terse, some don't. :)

I tend to agree with you, but some of my coworkers made a compelling
argument in the other direction.  They argued that forgetting to serialize a
field was an obvious mistake that would be caught immediately, whereas
forgetting to NOT serialize a field is a silent error that causes no harm
other than inefficiency and consequently will never be caught.

Adrian


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