Capcom RE:Dox, open source serialization/deserialization for game engines (github.com) 1 points by vblanco 27d ago ↗ HN
[–] MiroslavPokorny 27d ago ↗ Is this really Capcom ? [–] Apocryphon 27d ago ↗ Yes:> So the fastest JSON serializer for .NET now is developed by CAPCOM as part of their game engine that powers Resident Evil / Biohazardhttps://x.com/edandersen/status/2105845938296394082 [–] pjmlp 27d ago ↗ Not only, Devil May Cry also uses RE:Engine. [–] cfwlr 27d ago ↗ All of their current gen games run on RE engine now, they've unified all their pipelines [–] bluefirebrand 26d ago ↗ Also Dragons Dogma [–] MiroslavPokorny 26d ago ↗ JSON is about interoperability particularly between different teams or users.Considering Capcom games are all from the same place, they really should have gone binary and at worst used a tool to read the json and write out something like protobufs. [–] [dead] Apocryphon 26d ago ↗ [dead]
[–] Apocryphon 27d ago ↗ Yes:> So the fastest JSON serializer for .NET now is developed by CAPCOM as part of their game engine that powers Resident Evil / Biohazardhttps://x.com/edandersen/status/2105845938296394082 [–] pjmlp 27d ago ↗ Not only, Devil May Cry also uses RE:Engine. [–] cfwlr 27d ago ↗ All of their current gen games run on RE engine now, they've unified all their pipelines [–] bluefirebrand 26d ago ↗ Also Dragons Dogma [–] MiroslavPokorny 26d ago ↗ JSON is about interoperability particularly between different teams or users.Considering Capcom games are all from the same place, they really should have gone binary and at worst used a tool to read the json and write out something like protobufs. [–] [dead] Apocryphon 26d ago ↗ [dead]
[–] pjmlp 27d ago ↗ Not only, Devil May Cry also uses RE:Engine. [–] cfwlr 27d ago ↗ All of their current gen games run on RE engine now, they've unified all their pipelines [–] bluefirebrand 26d ago ↗ Also Dragons Dogma
[–] cfwlr 27d ago ↗ All of their current gen games run on RE engine now, they've unified all their pipelines
[–] MiroslavPokorny 26d ago ↗ JSON is about interoperability particularly between different teams or users.Considering Capcom games are all from the same place, they really should have gone binary and at worst used a tool to read the json and write out something like protobufs. [–] [dead] Apocryphon 26d ago ↗ [dead]
[–] kaidevon 26d ago ↗ JSON was never meant for high performance. If you want speed, use a binary format—don’t use something unnecessary just to seek attention.
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[ 4.4 ms ] story [ 35.0 ms ] thread> So the fastest JSON serializer for .NET now is developed by CAPCOM as part of their game engine that powers Resident Evil / Biohazard
https://x.com/edandersen/status/2105845938296394082
Considering Capcom games are all from the same place, they really should have gone binary and at worst used a tool to read the json and write out something like protobufs.