Newsgroups: rec.games.roguelike.development
From: gli...@gweep.net (Lucas Ackerman)
Date: 6 Jul 2003 14:13:51 -0700
Local: Sun, Jul 6 2003 5:13 pm
Subject: Re: Script or database?
Hi, I'll admit to being biast up front. I think databases aren't that
interesting but often serve for managing art assets in modern games, while scripting languages are about defining the proper problem domain tools to make writing your game easier. The Sheep <sh...@atos.wmid.amu.edu.pl> wrote in message <news:slrnbgaom2.uic.sheep@atos.wmid.amu.edu.pl>... In this treatment, you're saying you want it to act like an extension > There are at least two alternatives to handling external data files: > database-like and script-like > The database-like files are parsed and converted to actual in-memory objects to the running game engine. That's fine, but this doesn't address *how* it got to the running state, what the bootstrapping or creation process for a new (or loaded) game is like. So it would seem you also need an initilization subsystem or scripting language anyway. > On the other hand, script-like files use some scripted commands to create the A smartly done scripting system would handle all the dependancies > objects in memory as they are parsed. The order, the actual environment and > other things are importatnt. without intervention, at a resonably fine granularity. There are lots of ways to make module systems in Lua for example. Perhaps it's better to think about what information you need to access, not what goes on under the hood to prepare it for you. Game content code shouldn't have to care. > The problem I have now is: which to choose? I think the problem is deciding what issues you really want it to address. > I don't want to use a scripting language as powerful as lua, to define game data. Because your game development is moving along too quickly and easily, so you want to make more work for yourself? Get real :) Lua is a brilliant, tiny powerhouse. I'm working on a game language in Lua, but that's neither here nor > The files should hold only the definitions of items, monsters, level themes, etc. Bzzzzt. Thanks for playing. > Any extensions to the game would be written in C and linked (statically, or > dynamically, as plugins) into game's engine. > Even if the data files would be `script-like', there would be no flow control What I think you mean to say, is that they're responsible for providing access to representations of these game objects, while the game code resides executable side. You obviously don't have to use the scripting language for game code or extensions if you don't want, but that's an independant issue. What form the game objects are described in (as self-building objects, > So, at first I wanted to make it just a database -- offcourse still human-readable. I think a database should be treated as transparent, the game code > But then, doing it as script allows me to control the process of game's initialization should act as if it's all loaded all the time and proceed as usual, but the DB can do all the real work lazily. That's kind of the point: to not manage it manually. Scripting language (like Lua) tend to be garbage-collecting, so you > So, I'd like to discuss some pros and cons of these approaches. The DB is simpler, in that you'd be able to use popular DB software to handle the real work. It lacks the power and flexibility of a language like Lua however. The scripting language takes more upfront work from a design The bottom line is that C code is much more brittle than DBs or -Lucas You must Sign in before you can post messages.
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