Timeline for How should I store levels in a C++ game?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 29, 2012 at 15:46 | comment | added | ProtoJazz | Yeah, you could probably write a small function that would clean the level file, remove unexpected line breaks and So on. If you know hoes it supposed to be youcan form whatever is there into format | |
| Dec 29, 2012 at 13:23 | comment | added | Bartek Banachewicz | I believe you could just ignore double line breaks | |
| Dec 29, 2012 at 13:10 | comment | added | ProtoJazz | You could ONLY edit the file by hand. But your right, God help you if you add a blank line in somewhere, it wouldn't break anything but it would throw off all levels by 1 line | |
| Dec 29, 2012 at 11:59 | comment | added | Bartek Banachewicz | I meant more "what about accidental whitespace addition, if the user tries to edit the file by hand, for example?" | |
| Dec 28, 2012 at 20:46 | comment | added | ProtoJazz | The white space is the end of the last level, start or the next. The code parses the whole thing as an array starting from zero till the end of level one. Then start from zero + llevel count + 1 for the next level. It doest need the space, just makes it easier to read. | |
| Dec 28, 2012 at 13:34 | comment | added | Bartek Banachewicz | +1 for coupling binary efficiency with ascii simplicity. What about whitespaces, though? | |
| Dec 28, 2012 at 1:47 | history | answered | ProtoJazz | CC BY-SA 3.0 |