Game Console Protocol Buffers

Has anyone tried Google protocol buffers on game consoles? I'm more interested in High End consoles like the PS3 or Xbox360 than handheld systems.

Things that interest me are:

  • Does this compile out of the box or do you need to deal with the protobuf compiler to get the generated code to the right?
  • Are there conflicting library dependencies that can cause problems?
  • Are there problems with creating too much code, causing the game code size to explode?

I am thinking of using it in a C ++ environment. Feel free to add more issues that you think I should consider. I'm not only looking for problems, success stories are also interesting.

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  • It compiles quite cleanly. You just need to put the protobuf headers in your include path and then link them to the libraries. I also did not have any strange warnings that sometimes occur with the generated code.
  • I do not believe that there are any dependencies. I managed to build it on Windows, Linux, and Mac OS X.
  • The generated files are pretty nasty, but I had no problem adding them to the code size or drastically increasing the build time.

I was able to easily integrate protobuf with other network libraries (such as POCO). My experience was quite positive, but then it was just a test project, nothing for production.

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