[physfs] Matroska (EBML) as a custom game format
kip at thevertigo.com
Sun Apr 22 22:34:03 EDT 2012
On Sat, 2012-04-21 at 11:22 -0700, Jason McKesson wrote:
> > * Enables extendability for future format changes
> What future format changes? You're just packing files together; what
> future extension do you need?
> > * Can contain arbitrary metadata on top of skeletal animation data,
> > geometry, textures, material shaders, scripts, and so on.
> ... and? I don't see how this is useful for games. Generally, if your
> specific files aren't separated into different folders or packs, then
> you use reasonable naming conventions. And extensions. You don't need
> meta-data to identify a shader; you *know* it's a shader.
> Also, if you need to do some asset search, like "find all of the
> textures with property X", you could just have an SQLite database or
> something that contains this data. No need to hijack a media container
> format for it.
Thanks Jason. Anyone else have anything they'd like to share?
Kip Warner -- Software Engineer
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