Skip to main content
edited body; edited body
Source Link
munificent
  • 12.1k
  • 4
  • 35
  • 35

We used binary XML heavily for Superman Returns: The Videogame. We're talking thousands and thousands of files. It worked OK, but honestly didn't seem worth the effort. It ate up a noticeable fraction of our loading time, and the "flexibility" of XML didn't scale up. After a while, our data files had too many weird identifiers, external references that needed to be kept in sync, and other strange requirements for them to really be feasibly human-edited any more.

Also, XML is really a markup format, and not a data format. It's optimized for a lot of text with occasional tags. It isn't great for fully structured data. It wasn't my call, but if it had been and I knew then what I knewknow now, I probably would have done JSON or YAML. They're both terse enough to not require compaction, and are optimized for representing data, not text.

We used binary XML heavily for Superman Returns: The Videogame. We're talking thousands and thousands of files. It worked OK, but honestly didn't seem worth the effort. It ate up a noticeable fraction of our loading time, and the "flexibility" of XML didn't scale up. After a while, our data files had too many weird identifiers, external references that needed to be kept in sync, and other strange requirements for them to really be feasibly human-edited any more.

Also, XML is really a markup format, and not a data format. It's optimized for a lot of text with occasional tags. It isn't great for fully structured data. It wasn't my call, but if it had been and I knew then what I knew now, I probably would have done JSON or YAML. They're both terse enough to not require compaction, and are optimized for representing data, not text.

We used binary XML heavily for Superman Returns: The Videogame. We're talking thousands and thousands of files. It worked OK, but honestly didn't seem worth the effort. It ate up a noticeable fraction of our loading time, and the "flexibility" of XML didn't scale up. After a while, our data files had too many weird identifiers, external references that needed to be kept in sync, and other strange requirements for them to really be feasibly human-edited any more.

Also, XML is really a markup format, and not a data format. It's optimized for a lot of text with occasional tags. It isn't great for fully structured data. It wasn't my call, but if it had been and I knew then what I know now, I probably would have done JSON or YAML. They're both terse enough to not require compaction, and are optimized for representing data, not text.

Source Link
munificent
  • 12.1k
  • 4
  • 35
  • 35

We used binary XML heavily for Superman Returns: The Videogame. We're talking thousands and thousands of files. It worked OK, but honestly didn't seem worth the effort. It ate up a noticeable fraction of our loading time, and the "flexibility" of XML didn't scale up. After a while, our data files had too many weird identifiers, external references that needed to be kept in sync, and other strange requirements for them to really be feasibly human-edited any more.

Also, XML is really a markup format, and not a data format. It's optimized for a lot of text with occasional tags. It isn't great for fully structured data. It wasn't my call, but if it had been and I knew then what I knew now, I probably would have done JSON or YAML. They're both terse enough to not require compaction, and are optimized for representing data, not text.