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

  • From: "black ares" <matematicianu2003@xxxxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Sun, 12 Jul 2009 22:16:01 +0300

xml files is all he needs.

----- Original Message ----- From: "Rui Batista" <ruiandrebatista@xxxxxxxxx>
To: <programmingblind@xxxxxxxxxxxxx>
Sent: Sunday, July 12, 2009 9:17 PM
Subject: Re: game development question:reading and writing game data to and from files


Why don't you use DBM files or sqlite or something?

Flex/bison/parsing-almost-from-scratch stuff is better to do things more
complex then that, like programming languages, complex configuration
files, Etc... You are just saving data I think.

Just my to cents.

Best regards,

Rui Batista
Dom, 2009-07-12 às 10:50 -0600, Tyler Littlefield escreveu:
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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Rui Batista
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