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
> 
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