4 ms·
Oh I see. Specifically for RDBMS and graphics: video game engines. Game engines are a bit weird because sometimes you need hierarchical data structures, stream
by rpedela 12y ago
Oh I see. Specifically for RDBMS and graphics: video game engines. Game engines are a bit weird because sometimes you need hierarchical data structures, stream processing, multi-core processing (e.g. physics), etc. I worked on a game engine for a few years, but again I did not know RDBMSes would be helpful. As far as I am aware, most game engines still do not use RDBMSes, but I think there are cases where they would make life a lot easier because parts of the game engine are relational.
For example, a game object often has many properties and those properties relate to other game objects or pieces of the game engine itself. A game object usually has a graphical representation, a physical representation, a representation related to animation, etc. And you need to keep these different representations in sync. If the physical representation moves, then the other representations have to be moved in sync with the physical one. If one of the representations gets deleted, then they all need to be deleted. So tables and foreign keys would make this a lot easier. It is necessary? No because you can do it with OO, inheritance, trees, but it is actually a lot of effort to do it that way.
That is one example, but I think there are several areas where RDBMSes can be helpful inside a game engine. Just to be clear, there are several areas in a game engine where RDBMSes make no sense too.
- sklogic 12y agoDisclaimer: I don't know much about the graphics stuff. Judging only by my experience in the other areas (which include CAD/CAE and GPGPU as the closest things to graphics), every time I needed to do something relational in nature, it was only dynamic data, never a relational storage. So I used quite a lot of Datalog. Never needed anything like SQL.