Ok that makes sense
AdrianTheFrog
Reminds me of the "U.S. Post: you have a USPS parcel being cleared, due to the detection of an invalid zip code address, the parcel can not be cleared, the parcel is temporarily detained, please confirm the zip code address information in the link within 24 hours" message I got with the totally not suspicious domain "usps.com-service.webnw.top/us" and the unnecessarily confusing instructions "Please reply with a Y, then exit the text message and open it again to activate the link, or copy the link into your Safari browser and open it"
There are multiple similar subs on reddit as well though, often with very slightly different names
That's why I always go back in time to write all of my permanent messages into the cosmic microwave background at the start of the universe
If they look at the "all" feed they'll see 90% of the same stuff from 90% of instances.
Once (from experience) they learn what they want from an instance, they can always switch.
"Here's Lemmy. It's like Reddit. There's a bunch of different websites for it, but they all have basically the same people and posts on them. Just join one near you, if you don't like it you can always use a different one later"
They don't really need to know about that until they have had time on Lemmy to hear about what those defederated instances actually do
Dynamic streaming is common nowadays, as games have gotten large enough that not everything in a level can fit into memory.
I don't know about what is actually done in industry but I feel like most of the time you wouldn't bother with keeping dead instances unless instancing is shown to actually be a performance problem, which will probably not happen all that often
Godot for example doesn't have built in dynamic level streaming yet or a built in way to cycle through dead instances as far as I can tell, although I'm sure that wouldn't be hard to do with code
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.
I was looking at the savegames from the game control recently, it's kinda funny because you open them in notepad, you see a bunch of random gibberish from bad decoding (the game uses a proprietary save format) with the words "collected" "Collected" "unlocked" "available" "VariableRestoreHack" (??) "STATE_B_PUZZLE_SOLVED" "Powercore_Not_Attached" randomly interspersed
Like, surely there is a better way to store 2 state data other than an english word?
It does generally get longer as you play, but also "locked" just switches to "unlocked" for example when you unlock something
Hash them with the post ID appended, so a user can't be identified across posts