RE: XML was RE: RE: A portable preferences library
Gareth Lewin <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <495A161B83F7544AA943600A98833B53023287E5@mimas.fareham.climax.co.uk> |
> These are REALLY big levels we are talking about here. i.e. 100000 > polygons (each > with lightmap data) and then about 50000 triangle meshes > (seperate from > that). Most modern > games that I know don't try to load that many game data at once (most > use dynamic > loading to load what they need later). So what ? You are still doing processes on the data that are not required. Come on this is typical programming logic here, you don't have every function in your code recompute all of it's data do you ? Its the same thing. Lets not ignore the fact that loading bits of the level is way easier with a binary specific format that can be dumped directly into data structures. ------------------------------------------------------- This SF.net email is sponsored by: SF.net Giveback Program. Does SourceForge.net help you be more productive? Does it help you create better code? SHARE THE LOVE, and help us help YOU! Click Here: http://sourceforge.net/donate/ _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557