2 ms·
If you know all of your queries ahead of time, then compiling them efficiently has already been shown to be effective. Noria https://github.com/mit-pdos/noria
by sitkack 2y ago
If you know all of your queries ahead of time, then compiling them efficiently has already been shown to be effective.
Noria
https://github.com/mit-pdos/noria https://github.com/mit-pdos/noria
https://www.youtube.com/watch?v=kVv9Pik6QGY https://www.youtube.com/watch?v=kVv9Pik6QGY
https://thesquareplanet.com/research/ https://thesquareplanet.com/research/
Materialize/TimelyDataflow
https://scholar.google.com/citations?hl=en&user=YYJ3aycAAAAJ&view_op=list_works&sortby=pubdate https://scholar.google.com/citations?hl=en&user=YYJ3aycAAAAJ...
- hansvm 2y agoOh, sure, the complaint wasn't about SQL per se, but that making complicated things easy to write isn't necessarily a win. Even if a big query perfectly represents the problem, and even if you can use compiled SQL to match hand-written efficiency, it still might not be the optimal way to approach the problem in the first place. If you have experience and plan for that it needn't be bad at all, but I think it's easier to write performance footguns in SQL (the "right" data model is more prescriptive, even with some number of years of experience, and is less likely to be tuned to your actual problems) than with traditional code, so I'd be quite surprised if the majority of game developers (even those with some degree of success currently average <3 YOE) wouldn't run into major performance issues with a SQL-based engine, even a good one.