Strings are often used as identifiers in games: object names, sound effect names, particle type names, etc. They’re a bit like enums with the advantage of allowing your game to be data-driven: you don’t necessarily need to recompile your program to accept new values.
But strings are no fun: storing them efficiently is a headache, they’re bigger and they’re slower than enums.
Fortunately there’s an alternative: string hashes. We like them a lot at Pastagames, and here are our humble solutions to the practical problems that come with them.