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About leetNightshade

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  1. leetNightshade

    VCS Friendly File Formats

    I wish I remembered more about the implementation, though I could ask some of the engineers with more time on the project: Red 5 Studios' assets were backed by a database, instead of modifying files on the VCS, you made changes in the data editor and when saved/submitted would be pushed to the database everyone is reading and modifying. Instead of modifying files you're modifying database fields, basically. There's still the potential for conflict, and I forgot how they handled that. At a AAA studio where designers, programmers, and scripters are modifying the same files in some cases, that's not always possible. In that case though, modifying certain files should be mostly relegated to one department. But in the effort to save time with less beurocracy, conflicts can arise, especially on deadlines. I do like that idea, but file formats would have to be designed or people adding stuff to break things up so there's not too much stuff in one file. Otherwise with a database implementation, being able to lock fields would be handy. The locks could be time expired, or use a tool to detect activity and expire after inactivity, for small changes.
  2. leetNightshade

    VCS Friendly File Formats

    This idea is more for artists and designers, to make things easier on them. And making it harder for them to break something. I don't expect them to have a 3-way merge tool on their computer.
  3. leetNightshade

    VCS Friendly File Formats

    This tweet got me thinking, what Verison Control System (VCS) friendly file formats exist, or can you think of? Here's a pasting of an example of the format Juan from Godot came up with: [gd_scene load_steps=3 format=2] [ext_resource path="res://icon1.png" type="Texture" id=1] [ext_resource path="res://icon3.png" type="Texture" id=3] [node name="Node2D" type="Node2D"] [node name="icon1" type="Sprite" parent="."] position = Vector2( 138, 127 ) texture = ExtResource( 1 ) [node name="icon3" type="Sprite" parent="."] position = Vector2( 782, 109) texture = ExtResource( 1 ) Json isn't the most VCS friendly. YAML has the potential to be, albeit much more complicated, and slower to parse. The above format reminds me of an ini format with grouping, where the group defines the asset, and the key value pairs (kvp) are the asset parameters. It's a nice touch. And ini's are really easy and fast to parse. I like it. Can this be improved? What else can you think of?
  4. leetNightshade

    New Software and Server for GameDev.net

    I think old comments were broken, mine aren't showing up. Articles navigation is annoying, I want to see all programming articles, not just a specific category. Too many different things to keep track of when I want to see more than several categories. Front page is noisy, at first glance most of the content seem like ads, and front page is actually pretty stuffed full of ads.
  5. This post seems like a no brainer to me? If you're trying to write lots of parsers and tools for a very small project you need to quickly iterate on and don't have a lot of time to work on, you're overengineering and have a problem. Cut through the bullshit, and work on what needs to get done instead of wasting your time on things that don't have to be done with the time you have. It's a personal problem, through lack of good organization and time management. I have that problem with my personal stuff.  But also because of that, this approach isn't useful to anyone in the work world where you do need to develop tools and provide good support for a project. I was hoping to get something useful out of this post to apply to the real world.
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