Why everything is based on objects and classes in this implementation? Or the documentation is misleading?
In the C/C++ version I can instantiate a serializer and start calling methods like msgpack_pack_array / msgpack_pack_int / msgpack_pack_str / msgpack_pack_string_body / ... to manually construct a untyped binary stream.
Please, give an example for THIS particular usecase in the top level documentation, since it's lower level and definitely it's best for me as a game developer. I was thinking that this API is unexposed somehow since it was even not mentioned in the readme, and Readme on GitHub is also your marketing and target dev audience document :)
Sorry for delay. Thank you for suggestion, the documentation related issue is precious. I will add about it. I will be happy if you found more topics for your usecases and post a new issue about it :)
Why everything is based on objects and classes in this implementation? Or the documentation is misleading?
In the C/C++ version I can instantiate a serializer and start calling methods like msgpack_pack_array / msgpack_pack_int / msgpack_pack_str / msgpack_pack_string_body / ... to manually construct a untyped binary stream.
How can I do this in C#?
[ADD] I found following after A LOT of digging: https://github.com/msgpack/msgpack-cli/wiki/Manual-packings
Please, give an example for THIS particular usecase in the top level documentation, since it's lower level and definitely it's best for me as a game developer. I was thinking that this API is unexposed somehow since it was even not mentioned in the readme, and Readme on GitHub is also your marketing and target dev audience document :)