That's true.  Adding a new type is like adding a new game feature.
 Requiring a tool update for content people (non-programmers) might be
acceptable.

I just thought that with reflection and the compiler parser, it would be a
snap.

Thanks,
David

On Tue, Dec 1, 2009 at 12:13 PM, Peter Keen <peter.k...@gmail.com> wrote:

> Is there a reason why you can't compile the message types into the
> message editor? It seems like they're pretty intimately tied together
> as it is.
>
> --Pete
>
> On Tue, Dec 1, 2009 at 10:27 AM, David McClurg <dave.mccl...@gmail.com>
> wrote:
> > 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
> >
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> >
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