I’m currently trying to port one of my games from iOS into Android. When the game starts, it loads a HUGE plist (~500KB): This operation is fast on iOS but takes around 23 seconds on my Galaxy S. Is there any way to improve the performance of the libxml library?
I would greatly appreciate if this could be expanded on, as I am in the same situation and having difficulties applying that solution to my Android project.
I have tried converting my plist to binary using “plutil -convert binary1 filename” in terminal. My project crashes when attempting to load this file, now. Specifically, I’m trying to use CCDictionary::createWithContentsOfFile.
As far as tinyxml, I’ve come across conflicting reports in these forums whether the output of tinyxml is compatible with cocos2dx. If it is, what should my approach be? Do I need to read in from file using tinyxml, then build my CCDictionary manually from the result?