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Home/ Questions/Q 6730905
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T10:27:53+00:00 2026-05-26T10:27:53+00:00

I’m trying to serialize/deserialize a game scene for network sending/receiving and saving/loading from/to disk.

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I’m trying to serialize/deserialize a game scene for network sending/receiving and saving/loading from/to disk.

My game engine uses Nodes and Components and as such those are the only objects that need serializing. A scene might look like this:

Root Node
  - Node
    - SpecializedComponent
    - SpecializedComponent
    - Node 
      - Node
  - Node
    - Node
    - Node
      - Node
        - Node
          - SpecializedComponent
  - Node

A Node is basically this:

class Node {
    map<String, Node> mChildren;
    map<String, Component> mComponents;
    uuid_t mId;
    Node* mParent;
};

A SpecializedComponent is basically this:

class SpecializedComponent : public Component {
    uuid_t mId;
    Node* mNode;
};

I’d like to either use YAML or JSON for my text representation of this. I have Qt, Boost and any other library I’d like at my disposal so dependencies are not an issue. In fact, nodes are already Q_OBJECTS so I have reflection.

Despite reflection, deserializing this properly back to a C++ tree structure seems to be a problem.

Optimally, I’d like an elegant and efficient solution to serializing/deserializing a structure like this into either binary or text format.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T10:27:54+00:00Added an answer on May 26, 2026 at 10:27 am

    A descent recursive parser usually it’s the simpler and sufficiently powerful option to handle the reconstruction part. I could try to setup some code to show in concrete, in pseudocode some thing like this:

     Node *parse(stream s) {
      content = new Node;
      s >> content >> nsons;
      for (int c = 0; c < nsons; ++c)
       content->addChild(parse(s));
      return content; 
     }
    

    Of course when a component is read we must check the type.

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