Yes, I guess I’d end up taking a similar path to Arrow in this regard. I think
I have some homework to do, to see whether I can use the Arrow format to model
some things like meshes, scene graph layout, etc. If that is a good fit, it
makes sense to use Arrow. Even if it isn’t a perfect fit, I li
Arrow only uses Flatbuffers to serialize metadata, *not* data.
On Mon, Dec 14, 2020 at 1:39 PM Robert Bigelow
wrote:
>
> This is an excellent point. I could use Flatbuffers directly to define any
> custom format needed by the engine. The engine itself would need to use the
> same principles the
This is an excellent point. I could use Flatbuffers directly to define any
custom format needed by the engine. The engine itself would need to use the
same principles the Arrow devs have, which I guess is true of any
data-intensive system. Thanks for your response!
> On Dec 14, 2020, at 11:24 A
Arrow uses flatbuffers under the hood.
https://google.github.io/flatbuffers/
FlatBuffers is an efficient cross platform serialization library for C++, C#,
C, Go, Java, Kotlin, JavaScript, Lobster, Lua, TypeScript, PHP, Python, Rust
and Swift. It was originally created at Google for game develo