Fearthecute schreef: > 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. >> > 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? > I think using something like a map compiler would be good independently from whatever format you use. As for the format read by the game I think binary and sqlite are the best two options. Whereas sqlite is easier to manage and binary is probably faster to load. As far as the source format goes I'd tend to go for XML for object placement. Non-default events would probably be best described by some kind of scripting language (e.g. Lua) which could be placed in a separate source file that is referred to by the XML file (making the XML-file link everything together).
-- Giel
signature.asc
Description: OpenPGP digital signature
_______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev