[ODE] XML ODE Data Interchange Format (revision 5)

Nate W coding at natew.com
Mon Mar 15 19:37:28 MST 2004


On Mon, 15 Mar 2004, Jon Watte wrote:

> > The XSL argument is a very good one, and one which solves the whole
> > ordering format argument (ie. being able to specify x,z,y) without the
> > need for smarter importers.
> 
> There is a huge time penalty for putting each vertex in an element.

Nothing stops anyone from writing their own custom formats for speed.  If
the goal here is to provide common means of import/export between editors,
or a means of providing a format that a single application can use to
import data from multiple editors, then I think XPath addressability is
well worth the performance penalty.

> Do you ACTUALLY intend to process your vertex data with XSLT? I mean,
> enough to make up for the fact that the format just won't scale for
> large level loads?

Yes, but I only expect to see that kind of thing happen rarely.  I'd
expect an editor to use its own custom format, optimized for speed.  
You'd load and save with the fast format all day long.  Then export to
XODE so that an application (game, etc) can import from XODE.  

> Anyway, you does what you does. Except I believe it won't scale if you
> do it in a particular way.

And I believe that you're right, but I don't believe that scalability
should be a concern for a common file format.  Not when there is a big
portability advantage to using only XPath-addressable values.

-- 

Nate Waddoups
Redmond WA USA
http://www.natew.com/




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