
This week on Game Dev Without a Cause, we’re going deep. Deep copy that is! Okay, you really have to be a programmer to find that all appealing.
You may not need to do it often, but when you do it’s really useful to have an easy deep copying solution on hand. As simple as it is conceptually, it can be surprisingly difficulty to find a general-purpose way to perform deep-copies on arbitrary collections of data. It can be especially difficult with XNA because the Xbox 360 doesn’t have the full set of features available to the Windows version of the framework. Sure, it’s easy enough to write deep copy logic for simple structures, but who wants to be stuck updating Clone() functions or the like every time they add a member to a particular class.
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