[SOLVED] Databases / Dealing with lots of data
Posted: Tue Sep 13, 2016 2:12 am
Hi everyone, this is almost my first post here, and I know this matter has been discussed around here before but the respective threads are long dead, so I thought it would be more efficient to create another one and ask what I need anyway. What I'm mostly looking for is some opinion/advice on what solution to use for my project, cause I'm a bit lost
What I'm trying to achieve is a pc version of a card game, and I'll focus on making at least a menu to edit the decks, and an online or LAN mode to play against other people (I would later try to make an AI mode for offilne play, IF I suceeded doing the rest, lol) and then I got to the main problem about making this: there are about 3.2k cards in the game, what is the best way to keep their data accessible for the code? What is the most efficient way to ease the task of whoever's gonna type all that data? (actually a lot of copy-pasting, but you get the ideia)
Yes, I'm trying the SQLite3 library available on the wiki, but there are no references about how to allow LÖVE to read the data. (at least I haven't seen them. If somebody knows how, please tell me, it would solve most of the problems ) So maybe I should get to know other methods, including the ones I've read around the forums, like simply making the database in .lua. The problem is typing in the data in a plain lua file takes a lot more time, although it doesn't need any library, plugin or anything, just require the file and it is ready to use. This is plan B if other solutions don't work.
Another problem is about checking if both players that are connected have no differences in their databases. If the database were purely online, there couldn't be any offline mode, so the database should probably be local... but I'm not sure, do you guys have any ideas? Any idea on the general approach would be highly appreciated, thank you!
(by the way, is local networking a thing in Löve? Because as I know it has online support built in, I supposed LAN is just as simple, but correct me if I'm wrong.)
What I'm trying to achieve is a pc version of a card game, and I'll focus on making at least a menu to edit the decks, and an online or LAN mode to play against other people (I would later try to make an AI mode for offilne play, IF I suceeded doing the rest, lol) and then I got to the main problem about making this: there are about 3.2k cards in the game, what is the best way to keep their data accessible for the code? What is the most efficient way to ease the task of whoever's gonna type all that data? (actually a lot of copy-pasting, but you get the ideia)
Yes, I'm trying the SQLite3 library available on the wiki, but there are no references about how to allow LÖVE to read the data. (at least I haven't seen them. If somebody knows how, please tell me, it would solve most of the problems ) So maybe I should get to know other methods, including the ones I've read around the forums, like simply making the database in .lua. The problem is typing in the data in a plain lua file takes a lot more time, although it doesn't need any library, plugin or anything, just require the file and it is ready to use. This is plan B if other solutions don't work.
Another problem is about checking if both players that are connected have no differences in their databases. If the database were purely online, there couldn't be any offline mode, so the database should probably be local... but I'm not sure, do you guys have any ideas? Any idea on the general approach would be highly appreciated, thank you!
(by the way, is local networking a thing in Löve? Because as I know it has online support built in, I supposed LAN is just as simple, but correct me if I'm wrong.)