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Implement config management with filesystem save #37
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I never heard before about Toml, since i thought .INI file was most used. We have at least 4 filetypes to choose: Toml, JSON, Yaml and INI files(what is really common), but this is about game configs, not engine. And since we are talking about our engine specific config files, we can provide only a own file model with I think we should separate what is game config and what is engine config, these engine configs should be in the game binaries and the game configs should be exposed in the user-space. As example, in any game, you can go to a file in the documents folder and configure some videos configuration like resolutions and VSync, maybe which renderer use( but not internal configs for this renderer) things related to the user-experience, but you can't choose which alpha blending your renderer will use, this is not user stuff. So, reading your description i understand we're talking about engine configs. |
The Toml is a more reliable version o ini files. |
We are talking about game config. |
And, in case of we choose TOML, do you think in write ourself a parser or just use the code provided in the official website? |
Use a reliable TomL parser statically linked. |
Use the Toml format, pretty common in games. We should probably use a external library. It's possible to use a
std::map
to load the config to memory. It should handle the SDL configs, resolution, renderer options and specific game options.Methods:
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