RE: XML was RE: RE: A portable preferences library
Gareth Lewin <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <495A161B83F7544AA943600A98833B5302328883@mimas.fareham.climax.co.uk> |
Sorry, but you are just wrong. > >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. > > > > > Yes but that's not portable. CS has to run on all kinds of operating > systems and cpu's. We can't > dump binary structures like that. The endianess wouldn't be > correct and > padding can differ > too. > There is no reason whatsoever for final proccessed data to be portable. You have your data in xml. You preprocess it into binary format for a specific build/platform. And you use that. Your load times go from 16seconds to 2 or 3 seconds. And the amount of effort required to implement binary saving off of structures isn't anywhere near comparable with the effort required to tweak the speed of a graphics engine. Not to mention that 16-20 second load times would have me returning the game to the shop. ------------------------------------------------------- This SF.net email is sponsored by: IBM Linux Tutorials. Become an expert in LINUX or just sharpen your skills. Sign up for IBM's Free Linux Tutorials. Learn everything from the bash shell to sys admin. Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557