Because XML is a buzzword, xml is NOT good for everything.
Its a markup language for a static tree-like definition list.
And not for data storage...

And where do we have a tree-like static definition?
How do you want to use it?

~~~~~

<map name="MapName" player="2">
        <tile x="1" y="1" textureID="17" textureAlign="2" height="128" />
        <tile x="2" y="1" textureID="16" textureAlign="1" height="128" />
        <tile x="3" y="1" textureID="12" textureAlign="1" height="128" />
        <tile x="4" y="1" textureID="19" textureAlign="2" height="129" />
        ...
</map>

~~~~~

This produces MUCH overhead and will increase the filesize by n^4 or
whatever...

Or something like

~~~~~

<map name="MapName" player="2">
        <mapdata>
                1 1 17 2 128
                2 1 16 1 128
                3 1 12 1 128
                4 1 19 2 129
                ...
        </mapdata>
</map>

~~~~~

That would be absolutly the same thing, like it's now handled.
It's just beautyfied with some <NameHere></NameHere> tags.
If you have something different in your mind, then i'm sorry :)

Regards, Kamaze




Giel van Schijndel schrieb:
> I'm still staying with the point of view I had earlier stated on Lua:

> I wouldn't mind seeing special purpose scripts written in Lua. Whenever
> your just storing data and describing object properties (which is just
> about all that is being done in data/stats/*.txt AFAIK) though I think
> XML is much more intuitive to use. It is also easier to create a
> data-editor for XML than it is for Lua.
> 
> --
> Giel

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