Can somebody explain to me how the temporary storage is handled? On the start of the series, casey said it can be zeroed out every frame , though,correct me if i'm wrong, he keeps bitmap and world data there. I would really want to understand it.
The idea is that anything in the transient storage can be regenerated. So if it is zeroed out, it will just rebuild itself, since none of it is "state".
For example, we keep the bitmaps there, but the bitmaps can just be reloaded from the asset file at any time. There is no "state" associated with the bitmaps. So if we lost the transient memory, it wouldn't matter, because it can be completely reinitialized again from the permanent game state without losing anything.
The line is mostly just "what would I need to save if I wanted to restore the state of the program?" So anything like entity state has to get saved, since it cannot be regenerated. Anything like bitmaps doesn't, because it can just be reloaded.