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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Nairou

Alternative to JSON and XML?

30 posts in this topic

But is richness a good thing in most use-cases? The main reason I advocate YAML over XML is it's simplicity - if you don't need schema validation, XPath, XSLT, or any of the other fancy addons to XML, it's just so much added cruft.

Exactly. Simplicity is key here. I'd use INI files if I didn't need to store other types of data than just simple values.

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Pretty much this. Until recently I used Lua for this kind of thing extensively, but unless you like writing lots of tedious stack calling to get your data, you have to code an extra interface layer to allow Lua to build and populate your objects directly. Thanks to swiftcoder in this thread, I started using yaml-cpp and I have to say I'm a fan. Building a YAML node manually or reading data from a node are dead simple using the "new" interface, and structurally my data is very similar to a Lua table, as long as I only need data and not Lua functions-as-data.

 

Note that the yaml-cpp stable build is for the "old" interface which is apparently much clunkier; grab the latest build from the repository which supports syntax such as

node["x_resolution"]=1280
and
bool fullscreen=node["fullscreen"].as<bool>();
so streaming data in an out is a breeze.

Oh nice!! The old interface is what I tried last, and it certainly wasn't very friendly (and liked to spit out lots of compiler warnings). I'll have to give the new one a try, that interface looks great.

 

I'm always wary of downloading work-in-progress snapshots of code from a repository. Any issues that you've seen so far?

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But is richness a good thing in most use-cases? The main reason I advocate YAML over XML is it's simplicity - if you don't need schema validation, XPath, XSLT, or any of the other fancy addons to XML, it's just so much added cruft.

Exactly. Simplicity is key here. I'd use INI files if I didn't need to store other types of data than just simple values.

https://github.com/edn-format/edn is simple because it allows several data structures (lists, maps, sets), so no overloading or other wierdness is going on.

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[quote name='Nairou' timestamp='1356705245' post='5015075']
Oh nice!! The old interface is what I tried last, and it certainly wasn't very friendly (and liked to spit out lots of compiler warnings). I'll have to give the new one a try, that interface looks great.
 
I'm always wary of downloading work-in-progress snapshots of code from a repository. Any issues that you've seen so far?
[/quote]

 

So far, I haven't run into any troubles. It seems pretty stable.

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