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by jayd16
732 days ago
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I want to like this because it seems well done but I kind of grimace instead. It's not the library's fault. Game engines have some form of serialization already (most of what a game engine does is load a serialized game state into memory, imo). I've found its usually better to try to leverage those systems so you're not building multiple models objects and doing conversions between game engine and serialized types. Engines often do a lot of (design)work to load things directly into memory in such a way that the game engine can use the inflated object immediately without a lot of parsing. It's nice to try to leverage that. Moreover less plugins is less complexity in the build process etc etc. Those desires give me pause when looking at serialization plugins in the context of game engines. Howeve, it's also not entirely feasible to only use the core engine systems in all cases. Often what's available at runtime for a game engine isn't always the same as build time. You might need to read this data outside of the engine and then you're really out of luck...life's so complicated. |
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