The opposite actually - rows are dramatically added to a database. In most games save files grow the longer you play.
and even if some idiot put every zombie npc in a database (or if you want to think of it that way), you wouldn't just delete the rows! the bodies would disappear, so instead you would update that row like (npcState = KIL, bodyLocation = ) or something. Especially if you wanted to keep player stats
Isnt there this graveyard off map somewhere in Skyrim, where all the bodies get teleported?
Why would that even be necessary? Sounds like one of those “make a guy with a train for a hat and run up and down this hall” moves they like to do
I wouldn't be surprised if it is true though. Bethesda games are not exactly winning awards for coding elegance.
i can't speak to that, but it sounds plausible. in that case the body location would be updated to those coordinates
Grab the source here before Bethesda DMCAs it.
npcState = KIL
no
Where was you when
Also, it's an unreasonably fast database. That makes lots of trade-offs that normal ones aren't willing to do.
*Noita file save on the 7th parallel world intensifies*
And spectator sports are watching people exercise and reading is staring at a tree while hallucinating
staring at a tree while hallucinating
Same with taking shrooms
Staring at a tree while hallucinating. I love this.
Fantasising based on looking at ink blots on a butchered tree.
Hah! Joke's on you, player! I pooled my game objects and you're endlessly killing the same bad guys with the same bullets over and over.
Macrodata refinement in cold harbor
Kier, chosen one, Kier. Kier, brilliant one, Kier.
Reductionism when "it isn't murder I just deleted your row from the national health government database"
Eve Online, basically.
(rofl!)
Or you know, monetary & financial systems we humans trust in.
After hours of trial and error, I finally changed the integer on the BossKill parameter from 0 to 1!
Pretty much them zombies would be in active memory
Incidentally, just decided my new band name, active memory zombies
I like to dramatically DELETE rows FROM slow_database
In the engine I've worked on it's even less dramatic than deleting a row. It changing a single boolean from 1 to 0.
"Single bit state CHANGED!!!”
Honestly excel would be more exciting if the commentator from mortal kombat described my actions if I correctly use a function.
DRAGGED A CELL BY ACCIDENT
RESET ALL THE FILTERS BY ACCIDENT
FLEW TOO CLOSE TO THE SUN AND MADE IT CRASH AGAIN, DIPSHIT
MMMMMULTI SELECT!
Exactly!! Do you know how much happier I'd be at work???
And can you imagine the outlook integration? If an email says "as per my previous email" you get the FATALITY soundbite when you hit send.
No, I'm not playing. In reality, I'm just bumping atoms in a galactic billiards game with the biggest chain reactions.
I've been working on a survival/RTS game and it's funny that even though the game development framework I'm using (Unity) tends to push you to put most of the code on the visual objects level and that was my original approach, over time I've figured out the whole code is way cleaner and works better (in other words, the best architeture for that software) when almost all of the game is really just a Data layer being manipulated by the player and a separated View layer for the players to visualized it in a nice way - basically a Model-View Controller Architecture, same as you'll find in systems were a server-side application has web and/or smart app UIs.
That said, I have the impression that something like an FPS is a lot less data-driven than an RTS because things like the 3D models that make up the world are a lot more important for data decisions (has the bullet hit an object, can the player move to this position). You can still say that stuff is data (3D models are data, specifically collections of vertices in 3D space with some additional information attached), but model data is generally way more visualization-oriented than what one could metaphorically call a "database".
Admittedly I haven't worked on any games, but if I were to do so, I always believed ECS to be the way to go: https://en.m.wikipedia.org/wiki/Entity_component_system.
Whilst composition over inheritance is indeed the way to go (and if you read the original Design Patterns book, it's part of the things they talk about in the beginning well before they go into patterns), ECS just distributes the data all over the place which tends to create bugs due to implicit dependencies that are not very visible because things are distributed (so when you change something, other stuff elsewhere might break).
The point of ECS is performance with large numbers of similar entities, rather than being a good architecture in software engineering terms (i.e. resilent to bugs, not brittle when changed, easy to understand as whole and so on).
My impression, having come from totally different areas of software development (server-side, web, smartphone apps, desktop apps) is that Game Development isn't all that sophisticated in the terms of Software Architectures, maybe because it's too close to the metal, too concerned with performance and mainly the playground of young devs who, frankly, lack the experience to have reached the level of being aware of software development as a process and how to design and develop software in such a way as to improve the outcomes of that process.
I've joked with coworkers that our entire job as programmers is to find ways to light up pixels on someone's screen in patterns that they find pleasing.
LittleJohnnyTables > Get rekt
ON ⬆️➡️⬇️⬇️⬇️ CASCADE;
I would play a database management roguelike.
MDR in severance?
Intensity comes from keeping up and fixing the bullshit your coworkers cause while attempting to build in idiot guardrails to stop further damage.
Well. I mean. Both release dopamine for me anyway.
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