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This is the archive for October 2011

Tuesday, October 25, 2011

We're dealing with a pretty critical element of the Falcon new engine: the serialization process. Serialization is extremely important in the new engine because it actually serves many purposes.

  • Storage of built-in type values on static streams.

  • Saving and restoring of pre-compiled source code modules.

  • Assistance in creation of stateful programs across multiple sessions (game save/load, session data on web base applications).

  • Cooperative programming and live data sharing across network nodes.