Game data storage
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- Just a tourist with a frag'd nav console
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Game data storage
I was taking a look at the new methods that vegastrike uses in order to store its game data, and was wondering if other options where looked at as appose to csv files. From my experience, flat files like this take a lot of resources when manipulating them. Have options like sqlite, and cdb been explored to store this data?
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- The Shepherd
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Welcome hsoj you missed lots of XML as well the problem with the db backends you mention is query time tie will it fit into the the physics frame for a playable frame rate.and are they properly supported in the three platforms we run on.The cvs files are not new really they have been part of the engine since the start.they are a pain to edit though but a dedicated editor has been developed which make it a doodle
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- Just a tourist with a frag'd nav console
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It seems that using this format of files would actually take more time to search for the data that is contained. Of course, this depends on the amount of times these resources are used and how they're stored. For example, you may not need to load the data that contains a ship's price when you view one in the universe; but in the logic, you will need to know important information on the ship (e.g, armor, speed, etc.).
I have benchmarked using data stored in this manner, against using something with a DB back end (i.e, sqlite). My findings are that using flat files like csv or xml, actually take longer time to manipulate. I previously used the CDB example, as a pointer to projects that are capable of running in the same manner of a flatfile, but add to lowering the cost of accessing them.
Also, it may turn out that it really does not provide enough of an improved performance to implement it into the client. But, it may prove beneficial to the server daemon if it is designed to handle a multitude of NPC/players.
I have benchmarked using data stored in this manner, against using something with a DB back end (i.e, sqlite). My findings are that using flat files like csv or xml, actually take longer time to manipulate. I previously used the CDB example, as a pointer to projects that are capable of running in the same manner of a flatfile, but add to lowering the cost of accessing them.
Also, it may turn out that it really does not provide enough of an improved performance to implement it into the client. But, it may prove beneficial to the server daemon if it is designed to handle a multitude of NPC/players.
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- Lead Network Developer
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Actually CSV support is a relatively new addition compared to what we had before.
It used to be done with XML files everywhere, which took forever to load (XML is really slow to read). CSV is much faster since it's all array indices and associative maps compared to a complex tree structure and parser in XML.
It used to be done with XML files everywhere, which took forever to load (XML is really slow to read). CSV is much faster since it's all array indices and associative maps compared to a complex tree structure and parser in XML.
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- Minister of Information
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- Lead Network Developer
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- Bounty Hunter
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- Just a tourist with a frag'd nav console
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I agree that the CSV format is great for the ease of manipulation, but that is only to the human eye. It seems that the way that this data is maintained from within the client could be changed to lower overhead (Possibly?). Mind you, I am strictly speaking from a standpoint of programming in the UNIX environment.
I really do not see this subject being something that would arise any type of importance at this state, but I do feel that it might be something that would want to be visited down the road when more data is being implemented into the game.
I really do not see this subject being something that would arise any type of importance at this state, but I do feel that it might be something that would want to be visited down the road when more data is being implemented into the game.