awesome, I'll go take a look.----- Original Message ----- From: "Sina Bahram" <sbahram@xxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx> Sent: Sunday, July 12, 2009 11:09 PMSubject: RE: game development question:reading and writing game data to and from files
A framework for java, which also exists for c++. Take care, Sina -----Original Message----- From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler Littlefield Sent: Monday, July 13, 2009 12:58 AM To: programmingblind@xxxxxxxxxxxxxSubject: Re: game development question:reading and writing game data to andfrom files will do. that a lib? figure that might refine my google search some.----- Original Message ----- From: "Sina Bahram" <sbahram@xxxxxxxxx>To: <programmingblind@xxxxxxxxxxxxx> Sent: Sunday, July 12, 2009 10:45 PMSubject: RE: game development question:reading and writing game data to andfrom filesExamine hibernate. Take care, Sina -----Original Message----- From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler Littlefield Sent: Sunday, July 12, 2009 3:07 PM To: programmingblind@xxxxxxxxxxxxx Subject: Re: game development question:reading and writing game data to and from files I'd thought about mysql. I'm not quite sure how I'm going to organize it, though. Like I could have a table for players, name,email,password,id But then if I decide to add things I have to add a new colemn, no? I could add a table for things like stats, currency etc and keep a unique ID and another field that would store the player's id, but that doesn't work for things like keys. For example, if I wanted to add a key to a player that said they did this quest, or they went to this room, I'd have to add a new table for each area or something.Same with items; I could have weapons, containers, and books. I would haveto have a table for every new item type and then a table that stores the players inventory. XML might be my best bet, not quite sure how I'd do that one quite yet, eother. Any good xml libraries?I know I could check google, but I'd like to see what people prefer ratherthan just going to my first search result and trying to make sure it works. I seen tineyxml, but with that I may as well just write my own parser.----- Original Message ----- From: "Ken Perry" <whistler@xxxxxxxxxxxxx>To: <programmingblind@xxxxxxxxxxxxx> Sent: Sunday, July 12, 2009 12:04 PM Subject: RE: game development question:reading and writing game data to and from files I use Bison and Flex in my current mud engine which is still one of the few commercial ones left. I find it is too much work keeping up the grammar though and I am slowly converting to an xml / mysql based file system. Right now I have a full compiler that compiles the zone files and proprietary functional language into a binary structure and a parser that reads the player files but over the years I have come to find that it wouldbe much easier as a relational database that would allow much quicker lookup with less memory use. I am not saying bison and flex is not a good choice if you really want to get down and dirty but I am saying if your thinking of running your game server on multi platforms like Windows and Linux it is easier to have something like a relational database underneath than porting the file system stuff over each operating system. Now with that said if you must build everything from ground up I wouldreally look into Boost and the serialization library over writing a parserwith Bison and flex there are limitations to the type of parser you will getout of bison but you won't find those till much later in your development.A game like a mud is well fitted to a relational database and an xml interface. You could easily use xml to both interface with the players and to create web page interfaces with the game like clan pages that could list who was on and clan standings or quest hints and help pages. Again you could do this by creating your own file systems but you are then reinventinga lot of code that has been done for you if you were to use something likec++ bindings, mysql and php, python, or pearl as the mud languages for scripting.. I can tell you when changes have been made to the g++ compiler over theyears I have spent more time fixing my bison grammar and c++ problems withthe file systems then I have actually adding to the game. You want to make the base code easy enough to upkeep that you will have time to add features to the game for your users. I just don't want to see you get to where I amand have to re-engineer your game server while your players wait for thosefeatures they have been asking for. Ken -----Original Message----- From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Bill Cox Sent: Sunday, July 12, 2009 12:49 PM To: programmingblind@xxxxxxxxxxxxx Subject: Re: game development question:reading and writing game data to and from files In general, for complex databases, I prefer to write custom reader/writers using bison/flex. An ASCII file that mirrors your classes well has many advantages. You can edit it easily, and it's fairly simple to maintain backwards compatibility with previous versions. Bill On Sun, Jul 12, 2009 at 12:39 PM, Tyler Littlefield<tyler@xxxxxxxxxxxxx> wrote:hmm, so I would store the pointer to an int/string/double. I need to be able to tell what it is though, no? ----- Original Message ----- From: "Sina Bahram" <sbahram@xxxxxxxxx> To: <programmingblind@xxxxxxxxxxxxx> Sent: Sunday, July 12, 2009 10:36 AM Subject: RE: game development question:reading and writing game data toandfrom filesThe map definitely handles this bro. Just don't make it a map of primative to primative, make it a map of primative to object. That object can be of any type you like. Take care, Sina ________________________________ From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Tyler Littlefield Sent: Sunday, July 12, 2009 12:18 PM To: programmingblind@xxxxxxxxxxxxx Subject: game development question:reading and writing game data to and from files Hello all, I've started work on a custom mud, and am trying to figure something out. Each player will have a set of keys that will be stored, name, connect time, creation time, etc.I was thinking of storing these in a map, but that requires that the maphold multiple values; something which the c++ map doesn't do. So, I'm trying to figure something out. I'd like to be able to store player data, and a list of the player's inventory so the objects can be recreated when the player connects somehow. I would need to store object type, name, etc etc. I'm not quite sure how I could achieve this easily; I could possibly itterate through the map once I've gotten the data type thing figured out and do something like write key=value. Then when I loaded it I could just strtok on the = and set that up, but I'm not quite sure how I'd handle inventory and that. This is the only snag I'm having so far, and I'm not able to move on without it, as I'm to the point where I need to start saving player data, so help would be really appriciated at this point. :) Thanks, __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind__________ View the list's information and change your settings at //www.freelists.org/list/programmingblind__________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind__________ View the list's information and change your settings at //www.freelists.org/list/programmingblind __________ View the list's information and change your settings at //www.freelists.org/list/programmingblind
__________View the list's information and change your settings at //www.freelists.org/list/programmingblind