Maybe you would have an array of active enemies in RAM, and when enemies are killed they are removed from that array for example?
In a game like Minecraft for example, you definitely wouldn’t want to store every single dead entity and its location when there can easily be thousands created and destroyed in a single second
Definitely depends on the type of game, but it’s more likely the game stores data about which areas you cleared and then infer that the bodies of any permanently remaining enemy (like bosses) is to be displayed.
Can vary even more for procedurally generated levels. If the set of enemies is fixed and stay in calculated positions in a map generated randomly, then it might store an array or something tracking the enemies.
Maybe you would have an array of active enemies in RAM, and when enemies are killed they are removed from that array for example?
In a game like Minecraft for example, you definitely wouldn’t want to store every single dead entity and its location when there can easily be thousands created and destroyed in a single second
It obviously depends on the game though.
Definitely depends on the type of game, but it’s more likely the game stores data about which areas you cleared and then infer that the bodies of any permanently remaining enemy (like bosses) is to be displayed.
Can vary even more for procedurally generated levels. If the set of enemies is fixed and stay in calculated positions in a map generated randomly, then it might store an array or something tracking the enemies.