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 = <some coords>) or something. Especially if you wanted to keep player stats
npcState = KIL
no
Where was you when
I want the rows deleted. I’m going to market it as the first game with true AI/enemy permadeath. Dibs on the idea!
Maybe you would have an array of active enemies in RAM, and when enemies are killed they are removed from that array for example?
In a game like Minecraft for example, you definitely wouldn’t want to store every single dead entity and its location when there can easily be thousands created and destroyed in a single second
It obviously depends on the game though.
This is why Breathe of the Wild did the blood moon thing, periodically they’d just bring all the dead enemies back so file size didn’t get too large.
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*
There for a minute when Dyson Sphere Program first went into open pre-release, something was wrong with their save file compression, and very quickly people were reporting multiple GB saves.
Me in the matrix (so irl basically), holding a gun: “Don’t worry, I’m not deleting you!”
I was looking at the savegames from the game control recently, it’s kinda funny because you open them in notepad, you see a bunch of random gibberish from bad decoding (the game uses a proprietary save format) with the words “collected” “Collected” “unlocked” “available” “VariableRestoreHack” (??) “STATE_B_PUZZLE_SOLVED” “Powercore_Not_Attached” randomly interspersed
Like, surely there is a better way to store 2 state data other than an english word?
It does generally get longer as you play, but also “locked” just switches to “unlocked” for example when you unlock something
Eh, really depends
They are likely just serializing a bunch of data objects. And set states and flags with humans readable enums
Enums make code a lot easier to read, especially if you use it to check stuff all over the place
Using to a couple bytes more storage is worth it
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
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”
I like to dramatically DELETE rows FROM slow_database
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’m going to name mine “Random Access Zombies”
The Zombie Cache
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.
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”.
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.
I feel like most IT people are actually playing a roguelike with the work UI ever (Jira)
Must know Jira, Python, Snowflake, dbt, how to find the will to live.