Am Mittwoch, 29. November 2006 11:42 schrieb Giel van Schijndel:
> 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).
Actually you could even include a Lua script into XML, can't you?

--Dennis

Attachment: pgpjRNIBoeU88.pgp
Description: PGP signature

_______________________________________________
Warzone-dev mailing list
[email protected]
https://mail.gna.org/listinfo/warzone-dev

Reply via email to