> This has to serialize/deserialize the entire game state (everything that affects gameplay) into some format that can be later read from - conventionally, binary serialization, but you can technically do whatever you want so long as it's fast enough (can execute in <10% of your game frame time).
This is only true if you use impure data structures. If you use persistent data structures you get this “for free” (the cost, of course, is worse asymptotics on mutable arrays and also potentially more GC pressure).
You just keep a copy of your old game states around as long as you want, which doesn’t cost anything except a few extra bytes that can’t be reclaimed by the GC for a bit.
You can’t have communist countries in “Latan” America because their industrial base and population expertise is even worse than the USSR. Not to defend the CIA’s actions, but Venezuela was never going to work out.
I like how you, with actual concrete real-world experiences you are sharing, are being downvoted by silent armchair enthusiasts who mostly just like GDPR because they get the sense that it’s vaguely bad for Facebook.
When stories make baseless and grandiose claims like
> While women have always made outstanding contributions in research, education, leadership, finance, and entrepreneurship in the Valley—although always in numbers curtailed by tremendous sexism, not talent
It makes me question how much credence I should put in the rest of the story. How does the author know that talent or desire had nothing to do with it, and any deviation of the world from their counterfactual ideal is the result of “tremendous sexism”?
You people obsessed with reducing humanity’s energy usage are so tiresome. Anyone who actually cares about the well-being of humanity should be focused on increasing the amount of energy available. I want to climb the kardashev scale, not live in an eco-pod and eat bug burgers so I can scrounge every last joule.
> No mystery that the effects of criminality seems to afflict entire families when the justice system is actively contributing to that.
The overwhelming preponderance of evidence suggests that this is mostly mediated by strongly genetically heritable behavioral factors such as intelligence, aggression, and time preference. Familial criminality effects are only slightly moderated by e.g. adoption into a completely different family.
This is only true if you use impure data structures. If you use persistent data structures you get this “for free” (the cost, of course, is worse asymptotics on mutable arrays and also potentially more GC pressure).
You just keep a copy of your old game states around as long as you want, which doesn’t cost anything except a few extra bytes that can’t be reclaimed by the GC for a bit.