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Topic: Variables as a database

I will write about programming of games, but as a whole it can concerns and other areas in the same way. A game state are values of variables. Debuggers allow to view these values, but in stupid enough mode, here a variable, here its value. If it is the pointer, here value of that that under the pointer, if an array here all 100500 array cells and if it is the linked list  about it at all does not know and walk itself under pointers. And it would be desirable, to pull out from an array or the list elements corresponding to any criterion, to look only the fields necessary now, to pull out any fields from the bound variables. Probably to change any values directly in . It is possible through any  to collect values of all variables and to give them outside. Well the most simple variant the server in itself to launch, to which to be connected by the browser, and in js to create variables with the same names and values and for debugging to browser consoles on js to write any requests. And it is possible to store initially all variables games describing a state, not as it is simple members of classes, and in . type of a database with the general-purpose interface. Then it is possible to do the client, allowing to work with this "database", the same basis is useful at creation of any interfaces that directly in the interface description to write what data in it should be shown. For certain such hundred times it is already invented and made. Where to look and esteem about the such?

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Re: Variables as a database

Hello, Roma Mik, you wrote: > For certain such hundred times it is already invented and made. Where to look and esteem about the such? To me on mind scripts for GDB come only, them just it is possible to force to understand a debugger specificity of the specific program.

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Re: Variables as a database

Hello, Roma Mik, you wrote: > I will write about programming of games, but as a whole it can concerns and other areas in the same way. A game state are values of variables. Only specific game and the author of game knows how to interpret variables and their values in specific game as them to group for convenience of usage and in what this convenience is is specific consists. Therefore a spelling separate UI is logical and-or journalizing is parallel to core UI of game. After all normally aim it is development, finishing and optimization of game logic and game AI. Any consoles on tildes is one of variants of implementation such if it is enough of it. To use a DB in a kerchief is one, and here in any  without it can be not to manage. Variables are good compactness, availability and productivity. Fastening to them well beats a DB on these and other qualities. Besides, principal function of game - to play, and review and change of variables, logic adjustment should not spend resources in runtime of principal function, i.e. simply be disconnected, and even miss.... <<RSDN@Home 1.2.0 alpha 5 rev. 76>> SQL DE 2016

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Re: Variables as a database

Hello, Roma Mik, you wrote: > For certain such hundred times it is already invented and made it is Certainly invented. The console is called. There and variables all are accessible, and to do with them it is possible that want. And for an application-oriented part of game language take such on which all it to do conveniently. The same JS or Lua.

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Re: Variables as a database

Hello, Roma Mik, you wrote: And what purpose, usage scenarios, actually users? That we use from this that more less approaches under your description: 1) Debugging the Modern engines much all is able at start from the editor. In Unity3d or UE4 you can find game object and change values of properties directly in the editor (with restrictions in which it is easy to be laid down). 2) Design We store all design data (i.e. the data which do not change the game, but are defined by designers) in CouchDB. Designers edit the data in the special editor. Game servers are signed on changes CouchDB and notify clients. So, it is necessary to the designer to change, for example, basic rate of a unit as it automatically and will quickly be applied to all units of this type for all connected clients. Well and yes, in the editor there is a support js and much all. 3) Communities management That CM could view and edit states of players (including online) - game servers give json rest service. CM use a web-frontend. 4) players the Console,  UI. Generally it is necessary to think very well before to give something to players. Different scenarios of usage - different lines of thought. >... Directly in the interface description to write what data in it should be shown. It is true and important thought. Everything that it should is necessary for an infrastructure to be or it is marked by meta data directly in the code, or in IDL (from ours IDL we generate much - the code of types for target-languages, serialization methods, network services, circuits for editors, xsd for xml, in the nearest plans - sql-migrations as a generation source one that and all infrastructure does not lose an urgency). If somewhere to add the superfluous steps necessary for maintenance of an urgency of an infrastructure (data schemes, console , something) - and it quickly becomes outdated.