Re: [GD-General] Text file parsing
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From: Tom S. <to...@pi...> - 2002-12-11 17:16:19
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> If you're starting fresh, I would recommend using XML for structured text > files. You can use TinyXML to read them (use google to locate it). Also take a look at CMarkup ( http://www.firstobject.com/ ). IMO it's easier to use than all the other XML parsers i've tried... even ones in Java and C#. Tom ----- Original Message ----- From: "Javier Arevalo" <ja...@py...> To: <gam...@li...> Sent: Wednesday, December 11, 2002 5:16 AM Subject: Re: [GD-General] Text file parsing > We use a structure very similar to ASE for our data definition files. > Writing the parser for it was about a couple hours. > > If you're starting fresh, I would recommend using XML for structured text > files. You can use TinyXML to read them (use google to locate it). > > Marc Fascia <mf...@pu...> wrote: > > Hello, > > > > I'm currently writing a toolkit that will be used as a basis for my > > next game engine. It will feature one or several editing tools for > > content creation, as one of the objective is to be data-driven. In > > the process, I plan to use some intermediate text-based file formats, > > such as ASE for meshes (easy to export from any modelling packages), > > text shaders/material files and so on. > > > > My question is about the best way of writing file-parsers for these > > files. I can see currently 2 options > > > > 1) use some tools like Lex&Yacc > > - Pros : easy to use, fast development time, easy to make the grammar > > evolve > > - Cons : for now, I was unable to make Lex&Yacc create some nice C++ > > parser class that can be embedded in my tools. > > > > 2) write my own from scratch, maybe first writing a DumbParser class > > that just provides with a bunch of basic string function, acting like > > a Lexer and derive the different needed parsers from that, embedding > > the grammar inside > > - Pros : full control on the design and the implementation, in > > comparison to the obfuscated code from Ley/Yacc > > - Cons : more development time, grammar kind of hardcoded so not > > easily maintainable, I'm not very experienced in writing text parsers > > :) > > > > I wonder how people handle file parsing in their projects. > > Thanks for your help. > > > > -Marc > > > Javier Arevalo > Pyro Studios > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: > With Great Power, Comes Great Responsibility > Learn to use your power at OSDN's High Performance Computing Channel > http://hpc.devchannel.org/ > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |