RE: XML was RE: RE: A portable preferences library b ut has nothing to do with them anymore
Gareth Lewin <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <495A161B83F7544AA943600A98833B530232898F@mimas.fareham.climax.co.uk> |
But I think the point has been missed. The issue here (the reason I entered this discussion) was that not only the data format was (imo) bad (text file not parsed) but a lot of proccessing goes on with the data. He mentioned kd-tree generation for example. Hell, why not just pre-generate the kd-tree and store that into the xml ? Surely that is a step in the right direction ? > -----Original Message----- > From: Alen Ladavac [mailto:[email protected]] > Sent: 16 December 2003 18:54 > To: [email protected] > Subject: Re: XML was RE: [GD-General] RE: A portable > preferences library > > > Gareth and Jorrit are going each too far in their own > direction. I believe > that the reality lies in between. Putting everything into > platform-specific > down-to-the-bit-optimized binary data is killing a fly with a > cannon, for most > purposes. The only place where the load peformance matters so > much is if you > want to stream your data during gameplay, and if you need it > quickly, so you > have very little CPU to spend. Other than that, the only > thing that you should > care about is that you are limited by HDD throughput, not by > CPU speed. As > long as your CPU is ahead of the HDD, you are fine. > > What I do is to have a binary format that is universal and > that can load any > kind of objects. It can swap the bytes for endianness, etc. > but it knows in > advance what layout looks like (in endianness neutral > format), and doesn't > have to parse ASCII, let alone generic XML syntax. This is > not giving any > generality away, while still allowing you to keep you loading > speed under > control. I don't know of any platform where the CPU is so > slow that it cannot > perform endianness swapping and such small adjustments while > loading. But > going towards XML might be just a bit of an overkill. I say > _might_, not _is_. > ... because I asked the original question about loading speed > plainly because > I am interested in whether XML can be as efficient as a > binary format. I > belive that it is not very likely, but not impossiible, and I > will accept any > well profiled arguments. While this: > > >In case of CS making such a faster loader > >really is a HUGE amount of work. We have LOTS of different > data to save > > is not something like that. I understand that CS team is not > working on a > budget, and it is great that they do stuff for fun and for > others (though back > when I was doing coding for my own fun, I wanted the results > to be perfect as > well, but thats a different topic). But priorities of CS team > _have nothing to > do_ with XML qualities. If I recall, it was the performance > of XML parsers > that was discussed, not the idea of whether a loader should > be fast or not. If > I say that my loader should be fast, then I guess it should. > I was just hoping > that someone can show me some exact numbers. > > On a side note, this comment that "it is a HUGE ammount of > work", is based on > a wrong assumption. Their problem is that the design was > wrong. If they went > for generic binary format from the start, the work would be > near zero. But I > digress. > > Can you Jorrit please get some more correct profiling data. > It doesn't matter > that your app does preprocessing in-game, it is your choice. > But how fast is > the parser itself? > > Thanks, > Alen > > > > ----- Original Message ----- > From: "brian sharon" <[email protected]> > To: <[email protected]> > Sent: Tuesday, December 16, 2003 16:16 > 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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