Advertisement

Is there a proper term for this?

Started by January 20, 2002 03:57 PM
6 comments, last by superpig 22 years, 10 months ago
An idea I''ve been throwing around, that I''ve been referring to as a World State Database (WSD) - simply a database that keeps track of all interactive objects in the world. Convenient for loading/saving, or, with an extra layer, entire levels. So is this a concept that has a proper (i.e. University/Industry) name? Superpig - saving pigs from untimely fates - sleeps in a ham-mock at www.thebinaryrefinery.cjb.net

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

err ''the game state'' ?
Advertisement
the game state is simply the ''state'' the game is in
ie)

Menu
Loop
YouLose
ect..

-eldee
;another space monkey;
[ Forced Evolution Studios ]

Vash says: eat more donuts, play more games!

-eldee;another space monkey;[ Forced Evolution Studios ]
For large scale games wherein this sort of thing is useful (MMO-whatever) I''m sure it is used effectively. For a small game though it''s a waste of a databasze system, most software databases are expensive, high-maintenance, and very powerful. None of these factors are desireable in a small game on a single computer.

George D. Filiotis
Are you in support of the ban of Dihydrogen Monoxide? You should be!
Geordi
George D. Filiotis
In programming terms, the ''state'' is literally the current state of everything that can change within that object. So the ''game state'' would include everything about the game: essentially, whatever needs to go into a save game is the game state. I can see why some people don''t call it this, however.
I would agree with the first definition of ''game state,'' like ''in-game,'' ''paused,'' ''cinematic,'' etc...

I just thought that the idea of treating all your dynamic variables - object states and locations, world properties (e.g. time, weather), AI variables, everything - as a single object (i.e. a database) that can be easily serialized would be one that would be taught in game theory.

Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

Advertisement
In object-oriented programming, these variables usually are all in one place. Often called the Game State The stuff about being paused or in the main menu might be called the Application state (as it relates to the program, not the game).

[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost ]
I think Kylotan explained it better than I could have.

You need to capture the game state (all current game variables) somehow - using a database is functionally equivalent to writing it to disk. Which is essentially what a save feature does - writes the game state to persistent storage. A load feature restores the game state from persistent storage.

This topic is closed to new replies.

Advertisement