Current design decisions for my game engine:
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I'm wondering how to handle relations between classes / tables. E.g. Actors have an inventory of Items. I know how to represent this on the DB, but on the C++ side I need to replace the foreign keys and utility tables for many-to-many relations with arrays of handles / pointers etc. But how much do I want to load into memory? Loading an actor shouldn't always load all items in their inventory and everything those items have relations to, not until actually needed.
So I guess I'll use getter methods which query the DB on the first time, and later just directly return the already loaded data. The database will not change during runtime of the game so it seems reasonable.
But it WILL change when using the editor... hmm...
Wondering if it'd be reasonable to skip the C++ class instances entirely and query the DB every time any data gets accessed using helper functions đ¤
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So I guess I'll use getter methods which query the DB on the first time, and later just directly return the already loaded data. The database will not change during runtime of the game so it seems reasonable.
But it WILL change when using the editor... hmm...
Wondering if it'd be reasonable to skip the C++ class instances entirely and query the DB every time any data gets accessed using helper functions đ¤
Whatever approach I end up using I think it's gonna involve a lot of magic code generation to make it palatable. Adding new resource types must be a breeze and not involve 15 different boilerplate steps
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Whatever approach I end up using I think it's gonna involve a lot of magic code generation to make it palatable. Adding new resource types must be a breeze and not involve 15 different boilerplate steps
Ok scratch that last idea about always querying the DB, it'd be way too slow.
Now thinking about the almost opposite idea: When the app starts, load _everything_ into memory. Not assets of course, but all the plain data like stats and positions of nodes and such which is nothing in comparison to a few 4k textures. I think that's how Skyrim works actually.
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Ok scratch that last idea about always querying the DB, it'd be way too slow.
Now thinking about the almost opposite idea: When the app starts, load _everything_ into memory. Not assets of course, but all the plain data like stats and positions of nodes and such which is nothing in comparison to a few 4k textures. I think that's how Skyrim works actually.
Ok this might actually be going somewhere :) Just had to overcome the mental hurdle of thinking the database schema needs to be generateable from source code / at compile time. Instead of annotations (which aren't as powerful as I hoped) I just explicitely register classes and properties during initialization, similar to how Godot does it, and from that I can generate the schema at startup. I guess I would have needed to do something like that anyway for editor and scripting language interop.
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Ok this might actually be going somewhere :) Just had to overcome the mental hurdle of thinking the database schema needs to be generateable from source code / at compile time. Instead of annotations (which aren't as powerful as I hoped) I just explicitely register classes and properties during initialization, similar to how Godot does it, and from that I can generate the schema at startup. I guess I would have needed to do something like that anyway for editor and scripting language interop.
I want to emphasize that #Godot is a wonderful gift to humanity. Not only is it a highly competent leightweight 2D and 3D engine, with it being open source you can inspect, learn from, and get inspired by its code. It's easier than ever to roll your own hobby engine since when in doubt you can just check how this production ready engine does things.
Godot's architecture seems quite sound and well organized from what I can tell so it sets a good example.
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