In a real-time game where the is a large (>100) number of AI actors. Each AI actor has a large (>20) set of constantly changing variables associated with it, representing concepts like health, stamina, speed, morale etc.
Looking at array of structs, there still appears to be issues, otherwise using them may have been a clear winner.
What would you suggest as the most efficient/best practice method which will allow us to:
Store and save these variables using the savegame system.
Present this data to the player in the form of table, which is orderable by any one of the variables.
Rapidly access and update this data within the game.
These concepts are critical to any game which contains a large amount of editable data. Any real-time or turn-based form of strategy, management or builder game has these in common.
Apologies if it’s something which should be obvious - I have sacrificed a lot of time and an untold number of Chrome tabs searching for an answer, so at the very least if we can present a solution here it will be easily retrievable by others who come looking.
Thanks in advance for any answers!