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Capcom RE:Dox, open source serialization/deserialization for game engines

20 points · 4 comments · vblanco

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  1. MiroslavPokorny · · focus · HN ↗
    Is this really Capcom ?
    1. Apocryphon · · focus · HN ↗
      Yes:

      > So the fastest JSON serializer for .NET now is developed by CAPCOM as part of their game engine that powers Resident Evil / Biohazard

      <a href="https:&#x2F;&#x2F;x.com&#x2F;edandersen&#x2F;status&#x2F;2105845938296394082" rel="nofollow">https:&#x2F;&#x2F;x.com&#x2F;edandersen&#x2F;status&#x2F;2105845938296394082

      1. pjmlp · · focus · HN ↗
        Not only, Devil May Cry also uses RE:Engine.
        1. cfwlr · · focus · HN ↗
          All of their current gen games run on RE engine now, they&#x27;ve unified all their pipelines
        2. bluefirebrand · · focus · HN ↗
          Also Dragons Dogma
      2. MiroslavPokorny · · focus · HN ↗
        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.

        1. Apocryphon · · focus · HN ↗

          [dead]

  2. kaidevon · · focus · HN ↗
    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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