Contents
- 1 How to choose how to store game data?
- 2 Why do games save files in Documents folder?
- 3 Do you need a database for online games?
- 4 How to choose how to store data in a database?
- 5 Which is an example of an Extensible Storage Engine?
- 6 Which is the best way to store data?
- 7 How is data stored in a game engine?
- 8 What should I store in a TiddlyWiki?
How to choose how to store game data?
On the client side, you might store cached data about other players in a non-relational database (as mentioned above). On the server side, you’re storing all game data in a relational database to persist it. And then again on the client side you’re probably storing log data, configuration data, etc. in XML/flat files for easier accessibility.
Why do games save files in Documents folder?
Games will sometimes store their settings and save files in the documents folder because it makes them visible, so less technical users will see them and be reassured that they do exist, or will be more likely to correctly back them up if their backup method is a crude, “copy the stuff in my user folder to another drive.”
Is there a practical reason for saving game data?
%APPDATA% is slightly better, as it isn’t supposed to contain temporary files such as caches – sadly it does anyway, and a lot of the program settings really don’t warrant a backup. Ultimately, save games are a type of data I want to interact with as a user, and the %UserProfile%\\AppData doesn’t lend itself to that.
Do you need a database for online games?
If you’re talking about games with an online component, though, that would be crazy. Go the database route and save yourself the headache. Let the server manage all of your data using a back-end cluster. Hope some of this feedback helps.
How to choose how to store data in a database?
Ultimately you don’t want your data to be coupled too tightly to any product or file type. It’s ultimately best if you can store stock data (levels, enemies, etc.) in some kind of abstract format (tab delimited files, XML, etc.) that you can easily parse and store in a database/file system at compile or load time.
Which is an example of persistent game data?
Save states, game configuration settings or characters statistics – these are just the examples of data you would ideally want to somehow store on a game’s platform for later use. That goes without saying that even the smallest game may require persistent data, which you can always access from various scripts inside your system’s architecture.
Which is an example of an Extensible Storage Engine?
Extensible Storage Engine. ESE is the core of Microsoft Exchange Server, Active Directory, and Windows Search. It’s also used by a number of Windows components including Windows Update client and Help and Support Center. Its purpose is to allow applications to store and retrieve data via indexed and sequential access.
Which is the best way to store data?
It’s ultimately best if you can store stock data (levels, enemies, etc.) in some kind of abstract format (tab delimited files, XML, etc.) that you can easily parse and store in a database/file system at compile or load time. This means that you can swap out your storage mechanism on a whim and just rewrite the parsing piece.
What are the basic techniques for game development?
This page lists essential core techniques for anyone wanting to develop games using open web technologies.
How is data stored in a game engine?
Usually a Game Engine has a feature witch allows you to save the data of a certain class. Say you have a Player class and you are well into the story, when you click save the possible data that can be stored is : What skills does he have. What level is he.
What should I store in a TiddlyWiki?
Some useful things to store in a TiddlyWiki: Tables of important in-game attributes, such as the player characters’ saves and initiative Adventure text, room descriptions, encounters, background information and other planning A brief synopsis of each session, including XP awards, treasure found, and major events
How do video games efficiently store / retrieve..?
When you “load” a save their attributes come from the disc. As to how this is data is retrieved/modofied, I’m not quite sure I understand. It’s just data in the consoles memory. When the player saves it’s written to the save device, and when they load it’s restored.