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submitted 1 year ago by loffiz@vlemmy.net to c/gamedev

I'm developing my own game from scratch, and up until now I've been using json (nlohmann) for de-/serialization. My game generates a lot of objects procedurally (think of it as Minecraft in size) and objects load/unload pretty slow and occupies a lot of disc space. I've seen lots of people recommend creating your custom serialization instead of using something like protocol buffers, but I cannot find much on the subject in terms of general guidlines and principles.

What I'm looking for:

  • Highly performant (probably a format that translates directly from and to the objects themselves?)
  • Simple to extend existing classes with serialization/deserialization instructions
  • Serialization of objects with nested objects
  • Handling of arrays/vectors and primitive types

I might be thinking wrongly on these wishes, please tell me if so =)

I've been pondering and searching for guidance but not finding anything concrete. I thought that there's probably some of you smart people that have experience with this!

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[-] blayde 2 points 1 year ago

I've used Message Pack in the past with good results. I think it does everything you're looking for. Difference being it has no formal schema declaration or code generation step so there are tradeoffs vs something like flatbuffers

[-] loffiz@vlemmy.net 1 points 1 year ago

Thanks, I'll check it out!

this post was submitted on 30 Jun 2023
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