• @AdrianTheFrog
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    118 hours ago

    Maybe you would have an array of active enemies in RAM, and when enemies are killed they are removed from that array for example?

    In a game like Minecraft for example, you definitely wouldn’t want to store every single dead entity and its location when there can easily be thousands created and destroyed in a single second

    It obviously depends on the game though.

    • Natanael
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      13 hours ago

      Definitely depends on the type of game, but it’s more likely the game stores data about which areas you cleared and then infer that the bodies of any permanently remaining enemy (like bosses) is to be displayed.

      Can vary even more for procedurally generated levels. If the set of enemies is fixed and stay in calculated positions in a map generated randomly, then it might store an array or something tracking the enemies.

      • @[email protected]
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        8 hours ago

        Procedurelly generated stuff is all about storing the differences from the procedural generation.

        So for example minecraft saves don’t store the terrain, they store how it differs (due to player interaction) from the procedurally generated baseline.

        (After all, all you need to recreate an untouched procedurally generate world are the bytes of the seed and nothing else)