RE: XML was RE: RE: A portable preferences library
"Mat Noguchi \(BUNGIE\)" <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <1B678752C03CB44AAA5D9C90991EFEEC010AF3D4@RED-MSG-42.redmond.corp.microsoft.com> |
Um, I think what you said and what I thought you said were two different things... sorry about the misinterpretation. Anyway, I personally find that the "non-sexy" aspects of programming are simply the ones less hyped. I like to work on load times when it becomes an issue because of the complexity of the problem and (usually) the simplicity or at least robustness of the solution. MSN -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Gareth Lewin Sent: Tuesday, December 16, 2003 10:08 AM To: [email protected] Subject: RE: XML was RE: [GD-General] RE: A portable preferences library Mat ? You say Im arrogant and then agree with what I just said ? Or do you mean by saying that commercial games makers are better ? Because that isn't what I meant. I meant that when discussing technical matters, it's not only about the 'fun' bits. That might work for hobbyists (I know I don't do boring stuff in my hobby time), but commercial developers don't have that luxury. > -----Original Message----- > From: Mat Noguchi (BUNGIE) [mailto:[email protected]] > Sent: 16 December 2003 17:53 > To: [email protected] > Subject: RE: XML was RE: [GD-General] RE: A portable > preferences library > > > That's a pretty arrogant way to look at this discussion. Small load > times improve every aspect of a project, commercial or not. > It's faster > to debug, faster to load, faster to play, and in general creates the > impression of a much more efficient product. > > MSN > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of > Gareth Lewin > Sent: Tuesday, December 16, 2003 9:32 AM > To: [email protected] > Subject: RE: XML was RE: [GD-General] RE: A portable > preferences library > > I'm sorry Brian, but that is besides the point. We were discussing how > best > to do something, and his argument wasn't just one of time, > but that his > idea > was better. > > But yeah, I guess we should concentrate on the fun and not discuss the > right > way to do stuff. Since like no-one on this list makes > commercial games. > > > -----Original Message----- > > From: brian sharon [mailto:[email protected]] > > Sent: 16 December 2003 16:16 > > To: [email protected] > > Subject: Re: XML was RE: [GD-General] RE: A portable > > preferences library > > > > > > 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. > > > > > > > > > ------------------------------------------------------- > > > 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. 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