Re:Using SimCity to diagnose my home town's traffic problem
by derefr on Wednesday February 20, 2013 @01:10AM
(#5249228)
> Not every game allows infinite saves and redos.
I would argue that every single-player game is forced to allow infinite saves and redos, by the fact that virtualization with memory snapshotting exists. (For a networked game like this one, you must just first reimplement a "private server" for the client to talk to, and then run that within the same virtualized container, so that a snapshot tracks their combined state.)
I would argue that every single-player game is forced to allow infinite saves and redos, by the fact that virtualization with memory snapshotting exists. (For a networked game like this one, you must just first reimplement a "private server" for the client to talk to, and then run that within the same virtualized container, so that a snapshot tracks their combined state.)