Re: game development question:reading and writing game data to and from files

  • From: "Tyler Littlefield" <tyler@xxxxxxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Sun, 12 Jul 2009 10:50:10 -0600

I like that idea. Do you have any good resources for bison? I've tried a few times and never managed to understand how it works all that well.


----- Original Message ----- From: "Bill Cox" <waywardgeek@xxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx>
Sent: Sunday, July 12, 2009 10:48 AM
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 to and
from files


The 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 map
hold 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,

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