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 Post subject: Game databases
PostPosted: 02 Jun 2005, 19:14 
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Joined: 09 May 2005, 09:30
What kind of databases there are in [TA]Spring? How they have been implemented?


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PostPosted: 03 Jun 2005, 01:04 
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Joined: 16 Aug 2004, 05:15
Location: New Zealand
HPI, CCX, UFO, GP3.


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PostPosted: 03 Jun 2005, 05:54 
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Which kind of formats they are?


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PostPosted: 03 Jun 2005, 10:53 

Joined: 01 May 2005, 02:18
.hpi, .ccx, .ufo and .gp3

:P

They're all pretty much unit storage. Glorified, specialised zip files, to put it bluntly. (But not that easily opened)


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PostPosted: 03 Jun 2005, 13:33 
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Well, has the team buildt it themselves or have they used some ready library for that?


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PostPosted: 03 Jun 2005, 16:36 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
It's Total Annihilation data formats.
If you need info on those formats: http://visualta.tauniverse.com


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PostPosted: 04 Jun 2005, 02:36 

Joined: 01 May 2005, 02:18
Cheery wrote:
Well, has the team buildt it themselves or have they used some ready library for that?


See above. They're all used in basic TA, so TASpring uses them to make things easier. ;)


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PostPosted: 04 Jun 2005, 05:20 
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Why don't they use free databases like sqlite3? I'm just wondering. They would be easier to modify and update. Also you could tumble all the data into one database(one file).

I don't see it as such a easy thing to make databases yourself. Especially when they are pure textual information like the weapons in tank or the health of it.


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PostPosted: 04 Jun 2005, 05:34 

Joined: 27 May 2005, 00:22
Location: Westville, Nova Scotia, Canada
Because like Zszwg said, those are the formats that TA used. The SY's don't want to have to make us convert every one of those to that new format just to play with addon units and mods.


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PostPosted: 04 Jun 2005, 06:45 

Joined: 01 May 2005, 02:18
Cheery wrote:
Why don't they use free databases like sqlite3? I'm just wondering. They would be easier to modify and update. Also you could tumble all the data into one database(one file).


What's the point in using a new file format, if you already have a (group of) much more popular one(s) that is better known and more widely used for TA stuff?

It makes TA stuff compatible with Spring, and means modders don't have to worry about releasing different formats of something, and also means the players don't have to faff about converting their existing custom units to work with Spring, thereby making them useless in vanilla "top down" TA.


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PostPosted: 04 Jun 2005, 10:32 
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Joined: 19 Oct 2004, 15:12
Location: Stockholm, Sweden
Guys, to me it looks like you are talking about different things. Cheery asked about databases, not different formats for units etc.

As for databases, Spring have no use for a traditional database, such as SQLite3. The multiplayer server, however, uses a database to keep track of all registered users etc.

Regarding the formats, they were picked simply because all existing content were using these formats. (SJ, correct me if I'm wrong). Nothing says it isn't possible to create new formats, better suited for Spring, when developing new units and when the requirements are better known.


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PostPosted: 04 Jun 2005, 17:46 
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Joined: 09 May 2005, 09:30
I just wonder because I found sqlite database really efficient when it comes to storing object information. If somebody doesn't know what sqlite is. It's much like MySQL but it saves the complete database into one file, is super small and simple, but it's also fast to read and write, even faster if you don't care if the target file may corrupt when system crashes...

So instead of loading every unit at once, the program could just load up the necessary parts like commanders, making game start much faster.(if it doesn't already load up only necessarities) When people would make units, it would load them while the game is going.

Then you could use simple file formats like 3DS or wav to store models and sounds.

Another remarkable pros is that sql databases are extremely easy to modify and extend, you would get a big THANKS! from guys who are modding TASpring.


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PostPosted: 04 Jun 2005, 18:31 
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go for it guys! this looks like a step in the right direction concerning copywrite and may make preloading maps take less time :D


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PostPosted: 05 Jun 2005, 01:02 
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Joined: 15 Dec 2004, 20:53
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JeeZ wrote:
... Spring have no use for a traditional database, such as SQLite3. ...

The unit packs are just like a database. And a relational one. We have fields like the unit's name, it's description, it's texture, etc, etc. And we have at least one relation inside. Units have a field that is it's weapon that must be searched in another independant list, the list of weapons.

This is just what an SQL database is all about.

Much of my programming course has been SQL and the final project has already started and i've been working on it's basis, that is, it's SQL database.


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PostPosted: 05 Jun 2005, 17:31 
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Joined: 16 Aug 2004, 03:36
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Read: the key word in Jeez's statement was traditional.


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PostPosted: 05 Jun 2005, 18:06 
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Well, if you get fast insertion&deletion&add&remove&search with some other way, you better not to use SQLite, but otherways, you would be better to try it.


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PostPosted: 06 Jun 2005, 13:00 

Joined: 30 Oct 2004, 13:14
I think in the future, Spring should be downloaded with support for my file formats - more compression databases whatever, and also other 3d object formats like 3ds. (Althopugh not 3ds, it has had issues since day 1. Not sure what format should be used, but anyway.)


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PostPosted: 06 Jun 2005, 18:16 
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Joined: 19 Oct 2004, 15:12
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Relational databases are a good choice for storing...ehm...relational data in table/column format. In most cases it is best to keep the database normalized and relations are described through foreign keys etc.

I can't see why Spring would need all the power (and overhead) of a RDB to load unit descriptions and that kind of stuff.

Quote:
Well, if you get fast insertion&deletion&add&remove&search with some other way, you better not to use SQLite, but otherways, you would be better to try it.


Ehm...we don't need fast insertion? Are you planning to add game content while playing a game? :-) Same goes for deletion/remove and add operations. "Search" is handled simply by quickly scanning the file structure at startup (or when needed) to locate game content.

To summarize: do you have any clue what you are talking about? :o


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PostPosted: 06 Jun 2005, 18:23 
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But is the search faster than with sqlite?

We need all the power to modify the database, not to load it. What do you mean with 'are you going to add game content when you play?'. What else I'm doing when I put up a base and add everything in? But maybe that's not a work for a file database.

I think you lose nothing when doing things more standardised. :?

Edit: And btw. I read that overhead with SQLite is very small.


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PostPosted: 06 Jun 2005, 23:33 
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Joined: 26 Apr 2005, 23:00
Location: The Netherlands
I assume that a keeping track of the bases you build is done in the memory, which is always faster than whatever file or database...


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