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Unity asset files killed my attempt at a comprehensive binary encoding format spec language. There’s a header containing a list of block pointers. The blocks ar
by aeneasmackenzie 4y ago
Unity asset files killed my attempt at a comprehensive binary encoding format spec language. There’s a header containing a list of block pointers. The blocks are compressed and the (several) files are sequential. Typically the first file is a resource containing a block of metadata describing object type formats, then object references keyed to the specified formats. The objects can have transparent references (PPtrs) to other objects in the resource file, or other files in the asset, or other files or objects in in other asset files. One asset file usually contains the master list of what object is in what file.
None of this is a true blocker, but your format has to contain sigma types and at that point you’re just writing a parser normally.