Re: [dev] Suckless design in Games

From: Alex Hutton <>
Date: Wed, 11 Aug 2010 11:04:24 +1000

You're right, that would be even simpler. I was thinking about whether
or not the 'relational' abilities of the database would come in handy
but I haven't come up with any definite uses for them yet.

On 11 August 2010 10:18, Jacob Todd <> wrote:
> On Wed, Aug 11, 2010 at 10:09:00AM +1000, Alex Hutton wrote:
>> An idea I had the other day, and this is for dealing with data
>> compartmentation in games, was to write a game in C and use sqlite for
>> all the data. I've never used sqlite so I don't know how the
>> performance would go, but it seems like a good idea to store all the
>> data in a relational database as it makes it less likely that the data
>> structures would have to be refactored during development and it
>> allows me to avoid having to use 'objects'.
> But then you're using a database. Why not use a filesystem? Quake, Doom, and
> the games based off those engines (half-life, &c) do.
Received on Wed Aug 11 2010 - 03:04:24 CEST

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