I think that maybe having to develope my own database format might be a bit too much for just a game. As my quest to find a faster, more efficient way to handle game data continues I learn much.
Now here is something: the reason why I wanted to use a database might eb to only have to load a very limited number of graphic files into memory at once ( for the textures). maybe a DB wont work for that idea, but then what file format is the most compact, quick to load, but has high resolution on a windows based platform?????
to Code, or Not To Code
Hash Tables, and Databases
September 20, 2000 10:35 AM
wouldnt storing large data sets using hash tables possibly cause multiple collision hashes in turn slowing things down because it would have to traverse a list? Unless you could be sure that nothing would hash out to the same value. I dont know, that''s why i''m asking :-)
AP: If you really wanted to, and you had a fixed number of resources you could generate a perfect hash that maps n strings into n buckets [0..n). You would have to regenerate and recompile every time you changed your pak file or the name of a recsource. (tnstaafl)
cxi2: I recommend having a look at zlib and looking in the /contrib directory for the .zip file structure. Then write handlers that pull .pcx/.bmp/.png files by filename/subdirectory that can either use the uncompressed versions or the ordinary file. If you want to play with perfect hashing have a look at gperf
cxi2: I recommend having a look at zlib and looking in the /contrib directory for the .zip file structure. Then write handlers that pull .pcx/.bmp/.png files by filename/subdirectory that can either use the uncompressed versions or the ordinary file. If you want to play with perfect hashing have a look at gperf
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