serialization

Serialization For Games

Overview We will go through all the logical steps (and the code!) to write a binary serializer that supports versioning and memory mappability. It is not an automatic process, and it will not contain any data definition schema. As use cases, we have: Creation and reading of game resources/assets Game world states (“savegames”) Networking transmission/reception Not having the schema is a problem, and we will try to go around it in the best way possible.