Thinking of games as databases
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Thinking of games as databases
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Re: Thinking of games as databases
#2Re: Thinking of games as databases
#3This is the essence of MVC/MVP architecture!
One day it clicked that this revolutionary idea sure looks a lot like a series of queries/views ("Systems") on a bunch of database tables ("Components") foreign-keyed to a single object ID ("Entities").
Some people can overcomplicate anything...
Re: Thinking of games as databases
#4When you open a container in the game, and it doesn't have a specified set of contents, the contents get loaded by picking randomly from a category linked to in the database. If, in one of the db tools, you follow the link from the container you can see what objects could load in it and by what likelihood. You can then follow those links through the db over to the object itself, which is also made up of db entries.
From the scripting system you can access the db for some amount of functionality. Their db doesn't contain the models or textures or strings. But it does contain the location of every tree in the game. If you wanted a mod with a dozen golden crates to go find, you would use the db system for the logic.
Re: Thinking of games as databases
#5Re: Thinking of games as databases
#6Re: Thinking of games as databases
#7Re: Thinking of games as databases
#8https://github.com/samsquire/ideas#71-gaming-interfaces-for-...
Even the mouse is a database https://queue.acm.org/detail.cfm?id=2169076
I want a graphical representation of the spatial properties in a database
Re: Thinking of games as databases
#9Re: Thinking of games as databases
#10Any system that could be queried needs to be built and maintained. Creating game entities that have models of feeling or have opinions about the groups of people they belong to has to be modeled and built. Unfortunately game dev is very informationally and financially sparse so creating these systems is a huge undertaking.
I heard a joke once about OOP: if you want to create a form that accepts payment information you must first create the universe. The joke speaks to a danger of overdoing your conceptual modeling. The real trick of a true craftsperson is to create a model that is excellent at solving the problem on hand.
What I’m saying is we’re a long way away from game entities behaving like west world hosts and embracing the ECS paradigm isn’t the answer. Just like how switching from OOP to functional doesn’t actually solve creating a profitable business.