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Old January 11, 2020, 19:48   #22
Pete Mack
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Join Date: Apr 2007
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Tak--
In concert with a compression library, human-readable save files might work. It is IO that is slowest, tho decimal-binary conversion still remains a hog.* Xml machine-encoding schemes are a possibility; they are widely used as a compromise between human readability (ASCII), schema conservation (XML), and performance in both disk and CPU.

Here is one written in C.
http://exip.sourceforge.net

The most elegant, though, would be to use the existing parser model to read and write the save file.
You'd have to flatten the various lists--one for dungeon architecture, other for monsters, objects, inventory, and player stats.

As a matter of fact... maybe i should give it a try.

* even in CPU-heavy apps, decimal conversion takes something like 50% of processor time.
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