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Timeline for Best way to retrieve const data

Current License: CC BY-SA 4.0

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Jan 1, 2020 at 23:00 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Sep 3, 2019 at 22:02 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Aug 4, 2019 at 18:55 answer added Philipp timeline score: 1
Aug 4, 2019 at 15:03 answer added user1430 timeline score: 1
Aug 4, 2019 at 14:57 comment added ata_2 @DMGregory i used to do that but it got me thinking maybe there is better way. so just create a public static array of string to store all this strings in memory and enjoy my life? :))
Aug 4, 2019 at 14:51 comment added DMGregory 500 strings at 6 characters each might be something on the order of 6 KiB or smaller, ie. probably a fraction of the size of the smallest texture or sound effect in your game. This is probably not where you need to be looking for memory savings.
Aug 4, 2019 at 14:43 comment added ata_2 @Josh well data is big and if i store it on memory memory usage can be high for low-end mobiles it's android game. imagine 500 strings each with 2 to 6 letter
Aug 4, 2019 at 14:40 comment added ata_2 @DMGregory Data type is string and it's used to some calculation and changes in levels so it's just need anti-cheat to remove player finding levels details and secret items. i just wanted to find best way to save and retrieve them since big data and performance problems can occur . and i liked how you said "The data is in the hands of the enemy and they can manipulate it any way" true :))
Aug 4, 2019 at 14:33 comment added user1430 You say for the second option that you'd "Check if the file exist read it and if it isn't then create it during game and use it next time" but if you can create the file and populate during the game, you already have the data you need in memory. So what is the point of saving it somewhere else?
Aug 4, 2019 at 14:28 comment added DMGregory What kind of data are we talking about here? And by what criteria are we to judge what's "better"? In terms of anti-cheat, there's no meaningful difference with anything you do client-side. The data is in the hands of the enemy and they can manipulate it any way they want to if sufficiently motivated, whether it's in code they can decompile & edit, or a binary file they can decode (even encrypted, you've handed them the decryption key in the game executable. Even signed, you've handed them the signature check they can disable). So what really matters for your needs here?
Aug 4, 2019 at 14:07 history edited ata_2 CC BY-SA 4.0
edited body; edited title
Aug 4, 2019 at 14:05 review First posts
Aug 15, 2019 at 14:06
Aug 4, 2019 at 14:00 history asked ata_2 CC BY-SA 4.0