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The overall problem by using any text-based solution is that they are highly unreliable and naive implementations are often prone to data integrity issues. This is where david's suggestion to use a database becomes important. Databases offer you the ability to write entries to a table without worries about concurrent operations from other connections. ...


2

You might want to consider logging to a database, such as MySQL or one of the various "nosql" plain old tables. (If your user base is "massive", there's paths to scaling with more servers or outside services like Amazon or Azure...) In one table, you can have a row for each log entry, and a column with things like the time, the player, the action (log on, ...


3

If you do tangent space normal mapping, as practically every game does nowdays, you should also store tangent space (binormal and tangent in addition to normal). For skinned characters you also need to store multiple (usually 4) bone indices and weights. In addition there can be multiple UV coordinates, some texture blending weights, color data, spherical ...


0

TMX Files are basically a XML file describing your map/level; You usually read it to initialize your world and forget about it. Now, if the lib you use to manipulate/display them (or your own code if you did it by hand) is able to regenerate the TMX from your world after the player interactions modified it I'd say the way to go is to just serialize the new ...



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