Re: [Algorithms] Data base choices
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From: Joris M. <jor...@10...> - 2007-04-03 07:32:56
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I don't completely agree with your serialization issues here :) > 1) serialization is often not very portable Depends on how you implement it. The system we have overhere is works flawlessly on several platforms, including those with different endian-ness. We can save on any platform and load on any other > 2) serialization typically is binary, and thus version controls very > poorly This is correct, but we use binary serialization for the platform-specific data (e.g. levels). The cross platform editor data is stored in a text format, and the entities are created by script. And if you talk about loading old versions of files (if classes have changed in the code), that also is handled by our system (within certain limits ofcourse). > 3) you can't run reports on serialization What do you mean by that? > 4) it's hard to get just small sub-chunks out of a serialized stream Again, it depends on how you organize your serialization system > 5) it's really hard to open the data without the code -- and when you're > in time crunch, this can bite you I agree, but as said above, its not used for editor assets, only for what comes out the resource compiler > 6) serialization seldom lends itself to proper storage in RAM (i e, > you'll get the two-copy syndrome) > Again, if you do it without too much thinking I agree, but (sounding like a broken record here) overhere it works just fine and we can load data in-place. It works without issues when loading on consoles from DVD or CD. The disadvantage of not using a serialization system is that you have to write save/load code for every class/struct you want to store. All imho ofcourse :) Joris |