Asking for advice on an issue I'm sure other Studios or developers have faced.
I have a problem. In my game, I have a very large player state. It's contains a global state for an RPG game. It contains arrays of state objects for everything like dialogue tree read counts, quests, simple ints, bools, and strings, and AI schedules.
It's large enough that simply serializing the data causes a hiccup in the game.
My first thought was that I should move this work to another thread. I cannot guarantee that the game state will not change on …