Don't you think that would cause a lot of extra overhead?
I made a little test.On my system (Core2Duo 2.6 Ghz) it does around 5.000 serializings/deserializings per second.
The string of this small object gets a lenght of 245 bytes (can be packed within in the mod) which have to be sent. Yes, this can be called overhead :-)
But I like the idea to transfer complete objects.
For a game with a limited amount of data and players it could work nice.
SuperStrict Import BaH.persistence ' the mod Local t:TTimer = CreateTimer(100) Local counter:Int Local tosend:String Repeat counter:+1 Local pl:TPlayerData = New TPlayerData pl.x = 99' set the values x,y etc. pl.y = 98 pl.speed = 330000 pl.direction = 1 tosend = TPersist.Serialize(pl) ' serialize playerdata to a string ' now send string with UDP ' ..... ' and at the client side deserialize it Local clientpd:TPlayerData = TPlayerData(TPersist.DeSerialize(tosend)) PollEvent() ' for the timer Until t.Ticks() = 100 Print "serializing/deserializing per sec.:" + counter Print "length of string:" + tosend.Length Print tosend Type TPlayerData Field x:Int, y:Int Field speed:Int Field direction:Int End Type