Timeline for Grouping game objects
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
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Jul 30, 2012 at 9:37 | comment | added | Aron_dc | Like you said you could use XML or just every format you can imagine yourself. You aren't constrained to exisisting formats, as long as you can parse your own format you can use it. If you don't want to invent an own format use XML or plain text files for the beginning. These are easily parsable. And you dont have to fiddle with big databases (for a small ammount of data). | |
Jul 30, 2012 at 9:27 | comment | added | kazinix | Sorry, I'm used working with databases :D What alternative storage can I use aside from database? | |
Jul 30, 2012 at 9:22 | comment | added | kazinix | Or should I store them as binary? I'm thinking of making the classes serializable so that I can store them as XML. | |
Jul 30, 2012 at 9:21 | comment | added | Aron_dc | What you describe is a wide table approach. You have all columns that you need for all the Items in one table and only fill those that are important for this specific item. Personally I would take a table "Inventory" that only holds ID's to other tables (that contain weapons,potions,spells, etc.). I'm not quite sure if you could use a forgein key relation there because the key would link to more than one table, but if it's programmed correctly you wouldn't need them. Is it a singleplayer or a multiplayer game? Maybe using a database is using a sledge hammer to crack a nut ;) | |
Jul 30, 2012 at 9:19 | comment | added | kazinix | I this is far from the question but it's actually related. How should I store data? Say I have an inventory, should I store weapons, armor, in one table even though they are of different types? Armor has defense, weapon doesn't have, if I have columns defense and damage, one shall not have a value (null), that is a bad database design. | |
Jul 30, 2012 at 9:13 | history | answered | Aron_dc | CC BY-SA 3.0 |