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Solstice

XML in games

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I am currently working on my own game engine and have reached somewhat of a design impass. I would like the engine to be as completely file-bound as possible and use XML as the file format. The last week, my ideas for how to continue work on the engine blew up in my face, and so I troll for ideas. The engine is to be used for RPGs using SDL and OpenGL. I''m currenly considering using XGL for the model format, but I would like something a little more high level. Some of my ideas include a NPC tag which contains an XGL tag and several Question/Answer tag blacks for interaction. What might be some other XML tags for an engine of this type? (2D/3D, sound, bgm...etc) -Solstice deninet.com aeris.deninet.com "...I was given three choices, the earth, the stars, or..."

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xml is good.

my game engine uses xml for its loading. The variables of the game are stored in xml for before reading into the virtual machine.

the maps also are in xml.

downside is that the xml files are kinda big.......

And there is no scripting component, so i had to improvise with embedding another scripting language within the xml.



{ Stating the obvious never helped any situation !! }

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Do you make a one player game or a multiplayer (netgame)?

If you do it single player, let them change it. Who cares? They are cheating themself.

If it is network, have a server containing the data, or have all clients compare their copies of XML, if someone has modified it, the others will know. (If they all changed it the same way, your game will not yell "CHEATER". Maybe their version is even better

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Actually it''s a one player RPG. I''m also altering the behavior of the language somewhat to create a scripting element, although I think this part will not be used as much as the formatting tags.

About the file size and loading -- really that''s all in how you structure the documents. If you have a clunky grammar then sure it will take forever. If also helps to NOT use XML for everything. Many common file formats do their job better than XML for their specific goals. That is why I think referencing several files to create one scene is important.

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