I'm trying to rebuild a message editor for a game engine using protocol buffers. Currently we are using an XML template to describe the message type and XML to store the message. I like the protocol buffer language ( .proto files ) as well as the memory and performance advantages over XML.
The tricky part is the message editor. The message editor tool needs to... 1) parse all .proto files for the game 2) present the user with a input form for a selected message type 3) build a protocol message 4) save the message to disk for the game to load. The property editor doesn't know about any message types at compile time. The game knows about all message types at compile time. For the message editor, message types need to be dynamically generated from .proto files. For the game, messages are read from disk and used to construct game objects and populate the world. >From other discussions, I've read this is possible but not obvious with protocol buffers. Could you please explain in specific terms how to parse a bunch of .proto files from disk into message types at runtime? How do I parse .proto files on-the-fly? Thanks, David -- You received this message because you are subscribed to the Google Groups "Protocol Buffers" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/protobuf?hl=en.
