Binary isn't bad. Why not create a ASCII (or even xml... ... ... "...") for uncompiled maps. Which can be edited. And then create a small compiler which can compile this maps to a binary format?
Regards, Kamaze Per Inge Mathisen schrieb: > On 11/28/06, Fearthecute <[EMAIL PROTECTED]> wrote: >> <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" /> > ... >> This produces MUCH overhead and will increase the filesize by n^4 or >> whatever... > > Incidentially, I made a patch to save map files in the LND format, and > file sizes for maps increased to 300k for even just small maps. They > were quite slow to parse, too, compared to the binary format. For > maps, using sqlite might actually be a good idea. If we can use the > sql table format to add a way to add new save info without destroying > forward and backward compatibility, then that is even better. Not sure > what size an sqlite database would be compared to the current binary > format, though. > > - Per > > _______________________________________________ > Warzone-dev mailing list > [email protected] > https://mail.gna.org/listinfo/warzone-dev > _______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
