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Guide to Game Development/Data file types

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Data file types/formats[edit | edit source]

Text based file types[edit | edit source]

Easy for humans to read, levels of indentation, can take up a lot of space. Standard used for storing general data.
Compact data file, better for humans not to see, levels of indentation.
Text file used for miscellaneous things.
Easy to read, usually used to store game options.

Binary based file types[edit | edit source]

Used with XNA programming

Geometry[edit | edit source]

Used for storing 3D models
Material template library, used to store one or more materials within one file. Used with Wavefront .obj.
File type owned by Autodesk

Image types[edit | edit source]

Bitmapped[edit | edit source]

Loss-less compression, good compress
Uses lossy compression
Loss-less compression, not so amazing compression, but easier to read with code

Texture formats[edit | edit source]

Used for DXTC (Desktop platforms: OS X, Linux, Windows & Tegra) and ATC (Andreno GPUs) textures [1].
Used for PVRT textures (PowerVR GPUs)[1].
Used for ETC1 textures(All OGLES 2.0 devices compatibles)[1].

Vector[edit | edit source]

Scaled vector graphic

Audio[edit | edit source]

Animation[edit | edit source]

Fonts[edit | edit source]

Other[edit | edit source]

External links[edit | edit source]

Data files[edit | edit source]

Image files[edit | edit source]

Audio files[edit | edit source]

Animation files[edit | edit source]

Font files[edit | edit source]

Other files[edit | edit source]

References[edit | edit source]