Veltrix Was Killing Us With YAML
The article discusses the challenges faced by a development team using YAML for level design in their game. They experienced cognitive load issues and performance bottlenecks, leading them to explore various alternatives. Ultimately, they transitioned to using SQLite, which significantly improved validation times and memory usage.
- ▪The team struggled with cognitive load and performance issues while using YAML for level design.
- ▪Attempts to split YAML files and use other formats like HCL and Protocol Buffers were unsuccessful.
- ▪Switching to SQLite resulted in a dramatic decrease in validation time and memory usage.
Opening excerpt (first ~120 words) tap to expand
try { if(localStorage) { let currentUser = localStorage.getItem('current_user'); if (currentUser) { currentUser = JSON.parse(currentUser); if (currentUser.id === 3942461) { document.getElementById('article-show-container').classList.add('current-user-is-article-author'); } } } } catch (e) { console.error(e); } Lillian Dube Posted on May 26 Veltrix Was Killing Us With YAML #webdev #programming #architecture #systems The Problem We Were Actually Solving The real pain wasnt disk size; it was cognitive load on level designers. Every hunt lived in a separate fork of the same monorepo, diffing 14 kB YAMLs was misery, and once the file exceeded 100 kB we started getting partial-checkout timeouts in CI because Git would spend 4 seconds compressing a blob larger than our entire Rust crate.
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