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Home/ Questions/Q 372897
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T14:15:19+00:00 2026-05-12T14:15:19+00:00

Assuming I was making a Temporal-esque time travel game, and wanted a to save

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Assuming I was making a Temporal-esque time travel game, and wanted a to save the current state of the screen (location of player and enemies, whether or not destructible objects are destroyed, et cetera) every second to an array, how much data would I be able to store on this array before the game would start to lag considerably and I would have to either delete the array or save it to a file out of the game (ie: a .bin).

On a similar note, is it faster to constantly save every screen to a .bin, or to only do this when it is necessary (start saving when the array is halfway ‘full’, for example).

And I know that the computer it is being run on matters, but assume it is being run on a reasonably modern computer (not old, but not a nasa supercompeter either), particularily because I have no way of telling exactly what the people who play the game will be using.

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  1. Editorial Team
    Editorial Team
    2026-05-12T14:15:19+00:00Added an answer on May 12, 2026 at 2:15 pm

    Depending on how you use the data afterwards, you could consider storing the changes between states instead of the actual states.

    You should use a buffer to reduce the number of I/O-operations. Put data in main memory and write a larger amount of data to disk when needed.

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