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2:27 PM
@NathanMerrill don't avoid using new, just make sure you understand what it does and be careful to deallocate the memory later
 
 
2 hours later…
4:12 PM
@NathanMerrill Yeah, I'm really not a fan of the "Don't use new" rule that people like to harp on
On a somewhat related note, I've been wondering. What's the best way to store save data in a game? I was thinking something like encrypted JSON/XML, but I'm not sure if that's the best approach
 
4:28 PM
encrypted?
godot uses json
 
@NathanMerrill So that users can't edit their own save file
 
Letting users edit the save sounds like a good thing
 
Ehhhh
 
for the same reason I wouldn't ban mods that make the game easier
You can also save as binary, which largely makes things uneditable, but also makes things faster
IMO, those are your only two choices: Binary or json/xml
yeah, looking at the saved games files I can find, they are all saving in binary. I'm pretty confident that that is for speed, and not for preventing editing
 
4:58 PM
@DJMcMayhem Don't use new makes sense from a teaching/learning perspective in C++ as a lot of the more modern features trivialize tasks. But as a principle outside of the classroom I have to agree with you.
 

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