Jump to content
  • Advertisement
Sign in to follow this  
squigoth

XML?

This topic is 3467 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, for a game I am working on for Windows Live Arcade, Xboc live arcade, and steam, I was wondering which will be better Visual C# 2008 will be used with XNA 3 Pro : 1) Using XML for constants and reading from them 2) Using XML for most non pipeline content(photos, music, sprites) 3) Storing all the data in the code itself Also take note that this is a very original game so part of what makes the game the game is many randomly generated quests and items. So will storing these randomly generated things and reading and writing quickly be good with XNA? What will be the best combination of XML and C# use for storing this data?

Share this post


Link to post
Share on other sites
Advertisement
4) using standard binary file formats (or ones of your own devising) and write a little level editor to modify them. At the very least, use XML if you want for development and manual tuning, but compile it to something binary for release.

Especially for random map generation why would you use a human-readable format at run-time when no humans are involved?

Parsing XML takes foooorrreeeevvvveeeeerrrrrr.

And as far as random generation goes, there's no need to write anything to a file. Just generate the map in memory and then play it. If you need to save for save/load purposes, definitely use a binary format.

-me

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!