Ari Johnson schreef:
> On 2/6/07, Giel van Schijndel <[EMAIL PROTECTED]> wrote:
>> On Tue, 6 Feb 2007 10:49:03 -0500, Ari Johnson wrote:
>>> ...
>>>
>>> Now would also be a good time to consider changing to an XML file
>>> format for all our data.  That would make life easier.  But
>>> regardless, if anyone changes any file format, make certain to
>>> endianize when you save and when you load.  It's so much easier to
>>> take care of the endianness issues when you are writing new code than
>>> to have someone else do it months later. :)
>> As far as save games are considered you basically have a big pro and big
>> con for XML.
>> Firstly XML would obviously be the easiest to read/write and operate on
>> (i.e. with an appropriate parser).
>> Secondly however, XML wouldn't be near as fast as any binary format
>> would be (just grab data from a file and dump it somewhere in memory),
>> XML might have O(n) here where n=number of objects
>> (buildings/droids/etc).
>>
>> I'm not sure about my quantification of the performance hit though
>> (because O(n) seems a lot in an RTS game).
> It was my belief that the game reads things into memory once, when you
> load a game or start a new level of a game, and thereafter only
> accesses the data from memory.  If that is incorrect, then you are
> right - XML is a bad idea for efficiency reasons.  However, if I am
> correct, then the extra fraction of a second it takes to parse an XML
> data file versus that for a raw memory dump will likely not even be
> noticed.
>
> Mostly, I am just frustrated with evntsave.c and the related code in
> scriptobj.c.  It is extremely difficult to figure out what needs to be
> endianized in those files because they are so haphazard compared to,
> for instance, the map loading.
AFAIK you are correct with the assumption that it loads the data in to
memory only once. I was just taking the loading time into consideration
which _will_ increase. Whether the increase will be
acceptable/negligible or not will probably depend mostly on the XML
implementation and the complexity of the storage format. Anyway I do
agree that XML will (if it doesn't increase loading time with a factor
1.5 or so) probably be a good solution here.

-- 
Giel

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