Re: arrow for game engine / graphics workloads?

2020-12-14 Thread Robert Bigelow
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

Re: arrow for game engine / graphics workloads?

2020-12-14 Thread Wes McKinney
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

Re: arrow for game engine / graphics workloads?

2020-12-14 Thread Robert Bigelow
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

RE: arrow for game engine / graphics workloads?

2020-12-14 Thread Lee, David
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