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Home/ Questions/Q 283757
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T05:24:02+00:00 2026-05-12T05:24:02+00:00

I’m working on a puzzle game, the game engine holds a complex hierarchy of

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I’m working on a puzzle game, the game engine holds a complex hierarchy of objects, from game actors to vectors to transition animations. Depending on the game state, they might add up from 10 to 1000 (in extreme cases). I’ve been delaying the moment until I’d have to work on the saving and loading of all that mess, as I have no experience on this, but now the moment I was fearing is about to arrive.

Is it a good idea to use NSKeyedArchiver for this? Its concept seems powerful. That way I could rebuild the objects states, but does that include the pointers between saved objects? And how does it behave performance-wise? Will the system have time to save all these objects on disk on app termination?

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  1. Editorial Team
    Editorial Team
    2026-05-12T05:24:02+00:00Added an answer on May 12, 2026 at 5:24 am

    I went for NSKeyedArchiver, which does maintain references between objects. See here: Easy way to archive interlinked objects

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