An idea for Myth II - A modification to tags

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WaaMatt
Posts: 47
Joined: Wed Mar 30, 2005 12:43 am
Location: San Francisco, CA

Post by WaaMatt »

Tags are some sort of proprietary thing for Myth II, correct? Would it be possible to change the engine to use XML files instead? You could edit tags in a text editor if that was the case!
Waagh!
Myrd
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Posts: 4031
Joined: Fri Mar 19, 2004 10:17 pm

Post by Myrd »

Parsing XML is a very CPU intensive computation, compared to parsing binary-tag formats like Myth does currently. Considering tags are there for Myth to read them, not for users to read them, and that editors exist for these already, there is no reason to convert it to XML.

Also, XML is a very disk-space inefficient format. For example, in a binary file, value 12345 stored as a 32-bit integer would take exactly 4 bytes. In XML, it would be something like

Code: Select all

<MonsterVitality>12345</MonsterVitality>
... for a total of 40 bytes. A 10x increase. XML makes sense for some things, such as configuration files, but not all of Myth's data files, which would make Myth slower and take up more HD space with no added benefit from the changes.[/color]



Edited By Myrd on 1112896809
Waa

Post by Waa »

OK. Makes sense to me! And now I know more about XML...

(I'm not at home, so I didn't feel like logging on to post this.)
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