f6368d No.29059
Sup /adgq/. I'm planning on making a sort of game backend thing with a database (MySQL? or maybe a higher performance one if it matters) and a front end in whatever. Would this be at all viable? I didn't try benchmarking latencies or throughput yet so I have no idea if it's going to cause issues loading object data from a database for a game.
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802adc No.29061
Unless you're making something networked, I don't see why you'd benefit from using SQL queries. What kind of game are you thinking of?
Also,
>/Action Done Games Quick/
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f6368d No.29062
>>29061
It's mostly for learning, but it would be nice to have a game system that I could set up on my server so it could run in the background. I figured it would be easier to have a database and pull data from it with queries than to try to write TCP messaging for various front ends. Trying to extend TCP programs for multiple users is a pain in the dick if it's not setup for it in the beginning as well.
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8d5b36 No.29065
>>29062
I still don't know what you'd need it for (other than learning).
If the queries are created client-side, that's a security nightmare. Any script-kiddie can just rewrite the queries to cheat the game.
In my experience, databases are geared towards server-side manipulation of non-volatile data (e.g. login information). You're better off learning how to use a network library for what you want.
What programming language are you targeting anyway?
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3ba8c4 No.29066
MySQL is not game dev. Databasing is not game dev. WebDev is not Game Dev.
Stop Posting.
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f6368d No.29070
>>29065
>If the queries are created client-side, that's a security nightmare
I thought about giving clients only SELECT privileges, but I'd have to make TCP communication with the server for updating the game anyways. Maybe server side game data could be stored in the database. I'll be writing it in C for the server and I was planning on using C# or some other "easy" language for clients.
>>29066
By that logic what is game dev? Art is not game dev, it's art. Game engines are not game dev, they're physics or algorithms in a loop.
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c84f5f No.29156
You could use stored procedures on the server, that the clients call via TCP or whatever, just supplying the arguments.
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d4aaf4 No.29161
Eve online uses it so yeah.
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1b2bf9 No.29171
>>29066
These are all tools that one can use as part of game development. It's very possible to integrate gameplay inside a website into a wider networked game system. It's perfectly normal to use a managed database system to store and sort data for your game.
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eb268f No.29174
>>29066
>discussion about tools that can be used to make games are not gamedev
Holy shit youre retarded
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995e46 No.29292
>>29059
SQLite is usually used for an offline database
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32ad3a No.29293
Woah, do not allow your database to be connected to in any way freely. That's begging to get fucking ruined. Create a server that communicates in some well-defined API (Protocol Buffers, Cap'n Proto, and homemade JSON are good choices), and use your database from that. There are way too many things a raw database connection can do to trust that. You should only expose the absolutely most limited functionality necessary.
That, and raw database queries are brittle. You can make changes to your database while still maintaining a stable frontend API if you use a server to broker your data. If you allow raw database connection, your API will be impossible to keep stable. This also moves all the server logic from the server side into your client side, which you don't want.
If your concern is "TCP messaging for various front ends", then bypass that shit entirely and use a proper message serialization library like protobuf.
Again, if you can access your database directly from the internet, you're doing it very fucking wrong.
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b39006 No.31798
>>29066
Okay, so on a distributed RPG on a website that lets you play, how is MySQL not part of game dev? Or for that matter, lets say learning Canvas for the game UI?
Please kys.
Systems engineering is absolutely salient if your making a game that isn't a stupid simple 2d platformer for one player.
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b39006 No.31799
Totally depends on what type of game you're making, what language you're using, and everything else. Your Op is utterly useless to garner any help.
Are you making a MMO type thing? Is it being handled by a dynamic back end like PHP/Python(Flask)/Node(Express)? How often does your volatile data change? You might want to use Memcached for your data. Is your client using something like Canvas/JS for the UI? Are you using Ajax for something like Websockets for multiplayer interactions?
etc.
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