Re: Modeling events that occur in a game world
- From: Jordan Marr <jnmarr@xxxxxxxxxxx>
- Date: 27 Apr 2007 11:36:04 -0700
But you would avoid constantly accessing the slow hard drive!
DB != disk. A good DB only goes to disk when RAM is not available.
Which DBs can you imbed completely in memory like this?
I did not suggest that
everything be hooked up to the DB. The general strategy and planning
would sort of be processed in the background, in an independent
process from the here-and-now game engine. The primary (visable)
process would generally take care of instinct-oriented behavior, but
strategy etc. would come from the DB-driven strategy engine. Even
though your enemy might be running for cover at the moment, he/she/it
should still be working on a counter-attack strategy.
I see what you're saying, and if you had a small footprint /
completely in-memory DB, this could work nicely. Still though, it
seems easier to me to just objects and strategy pattern. This would
be all in memory, and it would avoid the chore of hooking up to a
database. I would rather use objects that represent the problem
domain than table structures that represent a database. After all, my
ogre is implementing a strategy, not a table!
jordan
.
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