[gameprogrammer] Re: Screenshot of data mining tool for games

  • From: alexandros mouzakidis <greatalexandros@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Mon, 19 Oct 2009 13:06:42 +0300

Why dont you use an embedded dbms to insert the csv logs
this will increase your performance great

Alexandros

On Sun, Oct 18, 2009 at 8:23 AM, Kevin Jenkins <gameprogrammer@xxxxxxxxxx>wrote:

> Here's a screenshot of the new application I mentioned a couple of weeks
> ago
> http://www.rakkar.org/blog/images/EchoChamber_Oct17_2009.jpg
>
> It's going to be in beta any day now.
>
> As mentioned before, some of the things you can do with it are:
>
> Playback a video of your game, at the same time you show a line graph of
> the framerate over the play session
> Log function calls and other events in sql tables, structuring your logs
> such that you can perform queries on it. Logging does not require knowledge
> of SQL.
> Aggreggate logs from multiplayer sessions into a single source
> Display memory usage in a pie chart, sorted from greatest to least
> In a 3D view, render game pickup events and player locations using a
> heatmap and point list, allowing you to watch how players move over the
> course of a game, and see what pickups are used most often, and where
> players die most often.
> Single step through game ticks, seeing function calls and events that
> happened during that tick, to determine what caused a problem later in the
> game.
>
> For programmers, it's a logging tool that is much more detailed than printf
> For designers, it lets you visualize your game design
> For producers, it can be used to send reports, such as memory usage,
> framerates, etc.
> For testers, you can provide more detailed bug reports. "Open
> X:\Bug2244.sqlite and go to 2:32 in the game. You see on the screen that all
> enemies disappeared"
>
> The screenshot is about half of the application, with the other half being
> the C++ code that you use in your game to generate the logs that the
> application renders.
>
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