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Showing posts from February, 2023

Tech Notes, Data Architecture

highly technical post for myself - don't bother to read this! I'm thinking about how to build a mutliplayer procedurally generated game, and specifically how to organize the data  for the game, so that it's easy to save and load, easy to transfer over the network, and works well with a "node tree" of a typical game engine (unity/unreal/godot). So, what I loved about the entity collection the way we use it in wildermyth, is how it so simply and concisely encapsulates ALL THE DATA in a domain. Does a thing need to be saved and loaded? Then it's in an entity. Does it need to be displayed by rendering systems? It's an entity. It made for a very clear and simple organization of things. Ok, so, node trees are a bit different. They're hierarchical for one thing. They're inheritance driven. I'm not here to fight that, the whole point of using a modern game engine is to benefit from it, so if that's how things need to be organized in order to render