
u/SuperV1234

▲ 88 r/rust
I finished writing an article today on how C++20 coroutines are unsuitable for gamedev.
One of the main issues I have with them, apart from the unavoidable heap allocation, is that the state of the coroutine is completely opaque.
If I want to use coroutines to define game logic, I won't be able to serialize/deserialize the state of a coroutine to support quicksave/quickload, network sync, and save states/introspection for debugging and prototyping.
What is the current situation with Rust coroutines? Is there a way to portably serialize their state/progress?
If not, was this issue raised before?
u/SuperV1234 — 18 days ago
u/SuperV1234 — 8 days ago