Replies: 7 comments 13 replies
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Hi! This is planned, I even looked in this direction few weeks ago, but unfortunately got distracted by some other tasks. I'm currently working on adding UUIDs for resources and after this (maybe in the beginning of the next week) I'll start working on a text format for the engine assets. |
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Resource system refactoring took a bit more time than I expected. I'll try to start working on this issue on this week. |
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So, I've added ASCII format for the engine assets, but it still needs integration in the asset pipeline. I think the best way is to write all the assets in ASCII mode when saving them from the editor, but re-save them in binary format for production builds when exporting a project. Anyways, it will take some time (a day or so) to this integration properly. |
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I've submitted a change that forces the engine to save assets in the new text format. The next part is to add I'd advise you to check if it suits your needs by making a separate branch where you can test how the changes merge and if the engine works as it should. Please report any issues here or in the issue tracker. As usual - if you're using latest changes from the repo, you're doing it at your own risk. |
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Anyways, thanks for the info. I'll continue improving this. |
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Here are some suggestions for the text format.
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Issues 4 and 5 should be fixed by now. |
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We are currently struggling with the fact that all engine resources (scenes, tile maps, etc.) are stored in binary form. While this is great for performance, it makes it quite difficult to handle these files in git and do code reviews on them. It's not possible to resolve merge conflicts in binary files, and the changes inside the resources are opaque. It's also quite challenging to notice accidental changes.
Godot, for example, offers two file formats for most resources. A text-based format and a binary-based one. This helps greatly with handling the files in git and makes it simple to review changes.
I suggest adding the option to store every resource in text form in a project and only convert them to their binary form during export.
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