diff --git a/docs/html/index.html b/docs/html/index.html index 634adef3a..5dab10e93 100644 --- a/docs/html/index.html +++ b/docs/html/index.html @@ -80,11 +80,17 @@ $(document).ready(function(){initNavTree('index.html','');});

But all the cool kids use JSON!

JSON is very readable (which is why we use it as our optional text format) and very convenient when used together with dynamically typed languages (such as JavaScript). When serializing data from statically typed languages, however, JSON not only has the obvious drawback of runtime inefficiency, but also forces you to write more code to access data (counterintuitively) due to its dynamic-typing serialization system. In this context, it is only a better choice for systems that have very little to no information ahead of time about what data needs to be stored.

Read more about the "why" of FlatBuffers in the white paper.

+

Who uses FlatBuffers?

+

Usage in brief

This section is a quick rundown of how to use this system. Subsequent sections provide a more in-depth usage guide.

diff --git a/docs/source/FlatBuffers.md b/docs/source/FlatBuffers.md index b77086951..f05061cc0 100644 --- a/docs/source/FlatBuffers.md +++ b/docs/source/FlatBuffers.md @@ -76,6 +76,17 @@ little to no information ahead of time about what data needs to be stored. Read more about the "why" of FlatBuffers in the [white paper](md__white_paper.html). +### Who uses FlatBuffers? +- [Cocos2d-x](http://www.cocos2d-x.org/), the #1 open source mobile game + engine, uses it to serialize all their + [game data](http://www.cocos2d-x.org/reference/native-cpp/V3.5/d7/d2d/namespaceflatbuffers.html). +- [Facebook](http://facebook.com/) uses it for client-server communication in + their Android app. They have a nice + [article](https://code.facebook.com/posts/872547912839369/improving-facebook-s-performance-on-android-with-flatbuffers/) + explaining how it speeds up loading their posts. +- [Fun Propulsion Labs](https://developers.google.com/games/#Tools) + at Google uses it extensively in all their libraries and games. + ## Usage in brief This section is a quick rundown of how to use this system. Subsequent @@ -89,8 +100,8 @@ sections provide a more in-depth usage guide. present for every object instance. - Use `flatc` (the FlatBuffer compiler) to generate a C++ header (or - Java/C#/Go classes) with helper classes to access and construct serialized - data. This header (say `mydata_generated.h`) only depends on + Java/C#/Go/Python.. classes) with helper classes to access and construct + serialized data. This header (say `mydata_generated.h`) only depends on `flatbuffers.h`, which defines the core functionality. - Use the `FlatBufferBuilder` class to construct a flat binary buffer. @@ -128,3 +139,11 @@ sections provide a more in-depth usage guide. - [Landing page](http://google.github.io/flatbuffers) - [FlatBuffers Google Group](http://group.google.com/group/flatbuffers) - [FlatBuffers Issues Tracker](http://github.com/google/flatbuffers/issues) +- Videos: + - Colt's [DevByte](https://www.youtube.com/watch?v=iQTxMkSJ1dQ). + - GDC 2015 [Lightning Talk](https://www.youtube.com/watch?v=olmL1fUnQAQ). + - FlatBuffers for [Go](https://www.youtube.com/watch?v=-BPVId_lA5w). + - Evolution of FlatBuffers + [visualization](https://www.youtube.com/watch?v=a0QE0xS8rKM). +- Useful documentation created by others: + - [Using FlatBuffers in Unity](http://exiin.com/blog/flatbuffers-for-unity-sample-code/)