Re: XML was RE: RE: A portable preferences library

brian sharon <[email protected]>
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
Would you please give it a rest?  In case you haven't noticed there's 
no "shop" involved for you to return his game to, as he's giving his 
work away freely.  Jorrit is not doing this as a full-time job.  If 
load times are not his first priority I can hardly blame him, it's not 
exactly the "fun" part of the job.

Please visit http://crystal.sf.net to get clued in.

--brian

On Tuesday, December 16, 2003, at 07:59  AM, Gareth Lewin wrote:

> 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.
>
>
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