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It does have its uses however.

In my game, I have a $universe hash, containing all the ships and maps and other info. The ships contain their component layout and stats, and the components contain their shapes and stats.

When calling functions, I only pass the sub-structure that is needed, but when it comes time to save the game or reload from disk, it only requires a single call to storable or yaml which never has to change. Much simpler than having a growing set of independent things to save.

There are, of course, still plenty of local variables in small scopes, but anything that has to outlive the program itself goes into my $universe.


In reply to Re^2: data structure question by SuicideJunkie
in thread data structure question by Anonymous Monk

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