---
title: "Discussion on \"C++ Object Streaming - Part I\" | Hashnode"
description: "Discussion on \"C++ Object Streaming - Part I\". Introduction\nYou often need to serialize (save) C++ objects to files for storage, and deserialize (load) them later on a subsequent run of a program. In video games, these data can be resource assets such as textures and meshes, gameplay information ..."
url: "https://hashnode.com/posts/c-object-streaming-part-i/65a60436937618cca071bca2"
---

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# [C++ Object Streaming - Part I](https://radiantsoftware.hashnode.dev/c-object-streaming-part-i?utm_source=hashnode&utm_medium=feed)

Introduction You often need to serialize (save) C++ objects to files for storage, and deserialize (load) them later on a subsequent run of a program. In video games, these data can be resource assets such as textures and meshes, gameplay information ...

Jan 16, 2024 · 11 min read · radiantsoftware.hashnode.dev  
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-   [#cpp](https://hashnode.com/tag/cpp)
-   [#game-development](https://hashnode.com/tag/game-development)
-   [#serialization](https://hashnode.com/tag/serialization)
-   [#deserialization](https://hashnode.com/tag/deserialization)
-   [#streaming](https://hashnode.com/tag/streaming)

## Written by

[Paul Mattione](https://hashnode.com/@radiantsoftware)

@radiantsoftware · Bethesda, MD

  
[View profile](https://hashnode.com/@radiantsoftware)

Principal Engine Programmer @ Volition Games

I'm a Principal Programmer working on the Engine Team at Volition Games! The content of this blog is my own, personal work and views, and is not endorsed by any other party.

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