Re: Shared game-data

From: JOG <jog_at_cs.nott.ac.uk>
Date: 30 Apr 2006 21:27:26 -0700
Message-ID: <1146457646.905057.275500_at_i39g2000cwa.googlegroups.com>


Bob Badour wrote:
> JOG wrote:
>
> > This thread is very confused.
> >
> > * lots of games do use the RM. Most modern MMORPG persist the
> > unbelievably large amount of data they amass using RDBMS.
> >
> > * lots of games don't, but they tend to be the ones that don't need to
> > persist much data. There is impedence between OOP and RM
>
> That, of course, is just a measure of the flaws in the OOP programming
> languages used.
>

>
> > Slow client-server architectures are the problem, not RM itself
>
> Actually, widespread ignorance is the problem. The rest are just symptoms.
>

Agreed, but with people as they are, sometimes a symptom has to be alleviated just to show them that there's an illness in the first place. A c++ relation template would be a good start.

>
> > * Prolog is not a particularly popular tool in modern AI, despite its
> > nostalgic charms. Nerual nets, evolutionary algorithms, genetic
> > programming, subsumption architectures, etc.. hardly a thriving area
> > for an old inference based language.
> >
> > And yet people seem obsessed with reinventing expert systems, just as
> > they do hierarchical databases.
> >
> > Aren't people odd.
>
> Very odd. However, most of the selective pressure on our genus for the
> past five million pre-dated the last five thousand years or so of
> civilisation and of scientific advance. Humans never evolved to think
> all that well.
Received on Mon May 01 2006 - 06:27:26 CEST

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