Time |
Nick |
Message |
01:48 |
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13:54 |
ANAND |
Would anyone give me pointers regarding which DBMS is best suited for MT's map backend? |
13:55 |
sfan5 |
depends on usage and which features you need |
13:55 |
ANAND |
I know "Dummy" is unbeatable. I'd like to know what's the next best. ;) |
13:56 |
ANAND |
Performance, mostly |
13:56 |
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13:56 |
ANAND |
Would there be different choices for singleplayer and multiplayer? |
13:56 |
sfan5 |
sqlite3 with sqlite_synchronous = 1 or leveldb |
13:57 |
ANAND |
Ok. What about singleplayer vs multiplayer? |
13:58 |
ANAND |
As a side-question: Which one is easier to implement? |
13:58 |
sfan5 |
I'd say in singleplayer the difference is irrelevant and you can just use the default |
13:58 |
ANAND |
Oh, I see |
13:59 |
ANAND |
Going by lines of code in database-*.cpp, LevelDB and Redis have only ~200 lines of code. Does that mean they're simpler to implement than say, SQLite3? |
14:00 |
sfan5 |
not all database-*.cpp files implement the same features |
14:00 |
sfan5 |
but it is correct to say that the implementation of redis or leveldb in C++ is shorter |
14:00 |
ANAND |
Interesting |
14:01 |
sfan5 |
but that doesn't mean sqlite3 couldn't be equally as short if you implemented it in e.g. python |
14:01 |
ANAND |
I see. Thanks for all the info! |
14:02 |
sfan5 |
for which usecase are you looking to implement a backend? |
14:03 |
ANAND |
It's for a personal project of mine, actually |
14:04 |
ANAND |
I'm planning on developing a voxel game engine similar to MT (but much more rudimentary) for my final-year project at uni |
14:05 |
sfan5 |
you could also start with the very basic approach of using files on disk, one for each block unit (e.g. 16^3 like MT) |
14:06 |
ANAND |
That did cross my mind, but would that be as efficient as a good DB? |
14:07 |
sfan5 |
no of course not |
14:07 |
sfan5 |
but does it matter? |
14:07 |
ANAND |
Thought that'd compensate for unoptimised code :) |
14:08 |
ANAND |
But that seems like the way to start off the project |
14:09 |
ANAND |
It'd do for the time-being, until disk I/O becomes the bottleneck |
14:10 |
ANAND |
But thanks for the help, again :) |
14:17 |
rubenwardy |
on Linux, it's likely to be of comparable speed |
14:18 |
rubenwardy |
Maps aren't relational, the only indexing is on the map position - which you get from file names |
14:18 |
rubenwardy |
Windows tends to struggle with lots of small files |
14:21 |
ANAND |
> on Linux, it's likely to be of comparable speed |
14:21 |
ANAND |
That's neat |
14:43 |
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15:00 |
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15:35 |
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16:08 |
rdococ |
Here's a thought: a fork of player_textures that has a repertoire of skins, where people can request additions and updates to their own skin, which get updated automatically when each server pulls from it |
16:08 |
rdococ |
like skinsdb, but automatic and based on username |
16:10 |
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16:10 |
ANAND |
Sounds good until you realise players can reserve names on a first-come-first-serve basis :) |
16:14 |
rdococ |
well, that issue applies to anything. someone malicious could register an account with your username on anything you haven't already registered for |
16:14 |
rdococ |
but maybe there could be some kind of mechanism where you have to prove you use that username on a server that supports it |
16:23 |
ANAND |
Yeah, separate authentication for skins would help. |
16:34 |
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