It’s been a little while since the last update, so I wanted to share a quick status check-in.
The engine is currently undergoing some foundational work on a unified serialization and persistence system. This is the part of the engine responsible for things like save files, object replication (sending data across different processes, possibly on different machines), long-term compatibility between versions, and making sure user data doesn’t break every time the engine evolves.
This isn’t a very visible feature (the screenshot below shows a state file being inspected using ImHex), but it’s an extremely important one. Getting this right makes the following features possible:
- Saves will remain compatible across future updates, with the exception of ma…
It’s been a little while since the last update, so I wanted to share a quick status check-in.
The engine is currently undergoing some foundational work on a unified serialization and persistence system. This is the part of the engine responsible for things like save files, object replication (sending data across different processes, possibly on different machines), long-term compatibility between versions, and making sure user data doesn’t break every time the engine evolves.
This isn’t a very visible feature (the screenshot below shows a state file being inspected using ImHex), but it’s an extremely important one. Getting this right makes the following features possible:
- Saves will remain compatible across future updates, with the exception of major changes which will be labeled as such
- Engine changes won’t silently wipe progress; data migration between versions will be supported where feasible
- Clients built using different engine versions will be able to talk to each other
- Projects built on top of the engine won’t randomly break when upgrading their engine version
- Future features (like scenes, assets, and editor tooling) can build on a solid foundation
Most of the hard parts are already implemented and tested — including full round-trip serialization to and from disk. I’m now in the final stretch of cleaning things up and testing things end-to-end to make sure everything is robust enough to ship.
This work is taking a bit longer than a typical feature because it’s a core subsystem that the rest of the engine will rely on for years to come. I’d rather take the time to get it right once than rush it and spend months patching around it later.
More visible updates are coming soon™. Thanks for sticking around!

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HalfEngine
Interactive Experiences Engine
| Status | Prototype |
| Category | Tool |
| Author | Halfworks |
| Genre | Simulation |
| Tags | 3D, custom-engine, Experimental, Game engine, Indie, Sandbox, tech-demo |
| Languages | English |
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