True, "some" parts of "some" games can be implemented with DB
technology, particularly matrix- and graph-based ones. Not only for fast
storage and retrieval of game data, but, more interestingly, for
implementing complex computation algorithms through SQL queries, that
may prove faster than their expression in standard languages.
In a series of case studies I have developed to show that many problems
can be elegantly and efficiently solved by a carefully designed DB
schema + SQL queries, I have included three applications close to the
game domain: text-based adventure games, Conway's cellular automata (aka
"Game of life") and shortest path finding.
The text of these studies (all implemented in SQLite) are available on
https://projects.info.unamur.be/~dbm/mediawiki/index.php/LIBD:Outils#SQLfast
<https://projects.info.unamur.be/%7Edbm/mediawiki/index.php/LIBD:Outils#SQLfast>.
- text-based adventure games: download document "Case study: The book of
which you are the hero"
- Conway's cellular automata: download document "Case study: Conway's
Game of Life"
- shortest path problem: download document "Case study: Path finders,
rovers and Ariadne's thread".
Just my three cents!
J-L Hainaut
Any practical realtime video game using SQLite is probably
doing so only to save and restore the game board between games.
and perhaps calculating the initial "maze" or other non time sensitive data
processing
Even a cursory look into production
quality video game development will tell you that a database is the wrong
technology to base a video game engine on.
Fully agree, I would use another library for that part.
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