[SDL] XML Parser

Pavel Dudrenov dudrenov at gmail.com
Wed Apr 15 09:42:28 PDT 2009


I'm not a fan of xml and I would use yaml over xml any day, especially
if something small like config settings etc. Plus the yaml c library
is pretty small ande easy to understand. But in defense of XML one
fine example of XML used for games is Kenta Cho's bulletML which is
actually a lot of fun to play with.

On Wed, Apr 15, 2009 at 9:16 AM, KHMan <keinhong at gmail.com> wrote:
> Pierre Phaneuf wrote:
>>
>> On Tue, Apr 14, 2009 at 9:29 PM, Donny Viszneki
>> <donny.viszneki at gmail.com> wrote:
>>
>>> Perhaps what Peter Ross is really wondering is why we use XML at all.
>>
>> Bringing back the subject to game-related stuff for a bit, Collada is
>> XML-based, loading 3D assets from Collada files sounds like it could
>> be rather useful (on the OpenGL side of things, of course, not so much
>> for SDL itself).
>
> Read the Collada specs again. It is positioned as a future-proof format to
> store and share assets for production toolchains. IIRC, nowhere in the specs
> did they address something like loading performance. Anyone knows if any
> production games have their final game assets in Collada format?
>
> If anyone wants to 'Collada' their final-form game assets, gee I really hope
> they know what they are doing. In the same vein, Wesnoth does some caching.
> I suppose that if someone wants to use XML, or wants to keep game assets in
> hundreds of files, then I hope it's a conscious design decision with grey
> cells engaged, and they go in with their eyes open.
>
> --
> Cheers,
> Kein-Hong Man (esq.)
> Kuala Lumpur, Malaysia
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