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        <title>Choreographer Dev Stream</title>
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        <description>Streaming development for Choreographer, a module I am working on to add a custom visual scripting language to Godot Engine</description>
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            <title><![CDATA[Choreographer Dev Stream - Nande!]]></title>
            <link>https://diode.zone/w/oLVyHFaMGnvSd9dHSF7MvM;threadId=43336</link>
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            <pubDate>Wed, 27 Dec 2023 23:34:34 GMT</pubDate>
            <content:encoded><![CDATA[<p>@queen_of_squiggles awesome!! haha so nice to hear.<br />
rust as extension sounds really nice.<br />
i personally dislike xml but depends how you use it maybe is nice.<br />
though i have to admit xml is a bit more determimistic in the format than json.<br />
id be happy to see and update in that work once you have something to show.<br />
All the best! keep it up!</p>
]]></content:encoded>
            <dc:creator>Nande!</dc:creator>
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        <item>
            <title><![CDATA[Choreographer Dev Stream - Queen Of Squiggles]]></title>
            <link>https://diode.zone/w/oLVyHFaMGnvSd9dHSF7MvM;threadId=43336</link>
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            <pubDate>Wed, 20 Dec 2023 21:19:59 GMT</pubDate>
            <content:encoded><![CDATA[<p>@nande Funnily enough I'm basically taking all of your advice from #2 in the current rewrite! This stream is quite old now and I'm working on rewriting the logic in rust as a GDExtension for Godot 4.2. I'm using a relatively flat XML format for storing the information. So hoping to get that along as best I can. Just really busy right now sadly</p>
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            <dc:creator>Queen Of Squiggles</dc:creator>
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        <item>
            <title><![CDATA[Choreographer Dev Stream - Nande!]]></title>
            <link>https://diode.zone/w/oLVyHFaMGnvSd9dHSF7MvM;threadId=43336</link>
            <guid>https://diode.zone/w/oLVyHFaMGnvSd9dHSF7MvM;threadId=43336</guid>
            <pubDate>Wed, 20 Dec 2023 03:58:33 GMT</pubDate>
            <content:encoded><![CDATA[<p>seems interesting. i hope you make it cool.<br />
two things ill be careful:<br />
if you make ot binary id use a standard serialization format. the best i know of is CBOR which unreal and python can read.</p>
<p>2: id make it diffable on git<br />
binaries are a no-go.<br />
and id make them not in hierarchy or having objects inside of objects.<br />
i worked in a project where we serialized like that into json, and even though nested structures are logical in object oriented, for git they are terrible.<br />
if you move one object in order you can change a huge chunk. useless.<br />
ill use a flat struxture with ids. i think unity does something like that.</p>
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            <dc:creator>Nande!</dc:creator>
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