Unreal & SQL Databases - Part 1 - What? & Why?

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  • Опубликовано: 21 окт 2024

Комментарии • 39

  • @DragonLordSilv
    @DragonLordSilv Год назад +8

    This has been the best explanation (verbally and visually) of how databases work in general. Love the fact you show the primary/foreign keys in the tables. I have been studying database engineering the last 5 months and JUST yesterday remembered that games use db's as well. This was perfect for me to see it being layed out. Thank you!

    • @ggamedev
      @ggamedev  Год назад

      Thanks for the positive feedback :-)
      And yeah, in my opinion a lot more games could make greater use of databases, for more clever and interesting gameplay features.

  • @notthings6443
    @notthings6443 6 месяцев назад +2

    유익한 정보 감사합니다.

  • @CyberWolf755
    @CyberWolf755 Год назад +7

    Wow! I love the comprehensive introduction and going into complex scenarios that SQL databases can be used for.

    • @ggamedev
      @ggamedev  Год назад

      Thank you very much, kind of you to say so. 🙂

  • @Classymarc
    @Classymarc Месяц назад

    Good to hear I don't need a online server for my Singelplayer game, will go through your next videos to see how I can implement SQL in my game. Because some of the examples you gave really work with my game.

  • @FTF-bv3kk
    @FTF-bv3kk 3 месяца назад

    Dude, this is great, and I really love the way that you explain things! Thanks!

  • @susiebaka3388
    @susiebaka3388 Год назад +1

    thank you. i use RDB in webservices and have had a tough time thinking about how i should implement my games' schemas. this playlist is helpful

  • @davidtaylor8195
    @davidtaylor8195 Год назад +1

    Hell yeah let's make a Morrowind-like bro !! :) great vid

    • @ggamedev
      @ggamedev  Год назад +1

      Now that's what I'm taking about! :-)

  • @djwhooo
    @djwhooo Год назад

    you got to few subscribers bro

    • @ggamedev
      @ggamedev  Год назад

      Thanks for the positive comment 🙂
      Slowly those subscriber numbers go up, which means RUclips lets more people know about my vids.

  • @CretinousFiend
    @CretinousFiend 9 месяцев назад

    Will this set of videos cover how to save data to the server when a persistent game instance is shut down?

    • @JustinLietz
      @JustinLietz 6 месяцев назад +1

      The data will be saved whenever the insert update or delete queries are run on the database. When you’re writing the code for the game you’d likely have functions and methods that are querying the database for these records and modifying them as the game is running. When you exit the game all that information should still be stored there

  • @DarkSession6208
    @DarkSession6208 Год назад

    Great Explanation.
    I found this video because i was looking for a way to Store Player Value in a Database on UE5.
    For example :
    Item Unlocked?
    If yes, how many Items does the player have?
    A good example is : a player plays on a dedicated server that handles the NPCs, Trader interaction, Player Position etc.
    But things like Player Level, EXP, Playtime, Items in Inventory etc. should all be saved somewhere else.
    Do i use a SQL database for this too? And if yes, whats a reliable way to prevent data loss, backups every few minutes to another rented SQL server?

    • @ggamedev
      @ggamedev  Год назад +1

      Generally, for the multi player games, a dedicated server (or a server farm, or 'cloud' servers) are used, especially if there are a huge number of players.
      But that doesn't need to be so in your case; It really depends on how many players you will have and how much total data you will want to store, etc.
      You can certainly start out with a sqlite database on the dedicated game server. It will usually perform faster than a client/server database because its right there.
      Not saying the client/server model is bad - it gives a tonne of extra benefits also.
      If using sqlite - the database is just a file. you can copy it, clone it, move it around, however you want. So you could have some mechanism which takes a copy every 10 minutes or whatever, and stores it on another drive, or even to another machine entirely.
      If using a client/server database, most will have built in mechanisms to perform backups - however there is often 'some' performance hit while this is happening, although it may not actually be noticeable.

  • @Alaabale
    @Alaabale Год назад +3

    Wow now many things i thought is impossible in anime and manhwa RPGs isn't

    • @ggamedev
      @ggamedev  Год назад +3

      In fact, with a database behind it, you could even make a template project for such games, reusing pretty much the same thing, but having new content in the database for each story + new assets in the unreal project 👍

  • @alexandrefabretti1174
    @alexandrefabretti1174 Год назад +1

    Hello
    How can we contact you to develop such things in UE5? I don't know if you are available. Anyway, Ty a lot for your explanations because in my games this is exactly what I was looking for (I am from web development industry). And it seems that is not common to work with databases
    ty man !

    • @ggamedev
      @ggamedev  Год назад +1

      If you have anything you want to discuss, the easiest way is to jump on the discord server discord.gg/jjy2aJ3hj9
      You can post any questions, or IM me if you have something specific you need to discuss directly.

  • @OriginRow
    @OriginRow Год назад

    Wonderful explanation 👍....IDK who are those 5 dislikes

    • @ggamedev
      @ggamedev  Год назад

      Thanks.
      Probably people who dislike my delivery, or sense of humour... because, i mean... databases + games: what's not to like? 😆

  • @sanamoawed9522
    @sanamoawed9522 2 года назад +3

    Can u please add tutorials for c++ and my sql?

    • @ggamedev
      @ggamedev  2 года назад +4

      Hi there. I certainly can go down that road, ifs on my todo list, and if I get enough positive feedback for it I definately will; Client/Server databases were my bread and butter for a long time ;-)
      However, as I mention in the video, and other comments I posted elsewhere, the reason I started this series with SQLite, is because its NOT client/server, and its totally free; there is nothing for you to pay for - no server requirement, no set up fees, no monthly bandwidth charges - because there is no server involved.
      For much of the 'SQL goodness' I am trying to expose to game devs, SQLite does everything that is needed.
      Of course, once you get on to multiplayer/online/persistant worlds, that sort of thing, then server databases are absolutely the way to go.
      Certainly a problem for many game devs is *MONEY* though, especially when they are just starting out - they work solo, or in very small groups, trying to find people to work on their games as a team, and it's difficult. The SQL you can learn making a game using SQLite is very much directly transferrable to those client/server database systems, but without the hastle or cost of needing them while you are learning.

  • @V4C38
    @V4C38 Год назад +1

    Good

  • @cyberaxe_lznj
    @cyberaxe_lznj 2 года назад

    YOU ROCK!

    • @ggamedev
      @ggamedev  2 года назад

      Very kind of you :-)

  • @DougCrayne
    @DougCrayne 8 дней назад

    This guy sounds like Tim Hall! (Oracle Base)

    • @ggamedev
      @ggamedev  8 дней назад

      You had me worried for a moment there - had to google who that is, and found some Aussie Evangelist bloke.
      I found the correct guy eventually though (oracle stuff), and honestly... I'm guessing you are not English, are you?
      Because apart from the fact Tim and myself both are, we don't really sound that similar. (He sounds a bit more 'northern' than I do for one thing)
      But hey, whatever.... wouldn't mind a few of his subscribers! lol
      Kinda weird we both have the databases thing though...

    • @DougCrayne
      @DougCrayne 5 дней назад

      ​@@ggamedev ha i am UK based actually, in all fairness i watched a few more of your uploads and other ones don't sound as much but this one does for sure 🙂 I had to do some research to make sure you weren't really Tim moonlighting 😄

  • @ashimcredeor1595
    @ashimcredeor1595 2 года назад

    useful

    • @ggamedev
      @ggamedev  2 года назад

      'Useful' was exactly what I was aiming for. Thank you :-)

  • @halfblue2678
    @halfblue2678 Год назад

    Panties in a bunch? As I guy, that's a tall order

    • @ggamedev
      @ggamedev  Год назад +1

      ...They are non gender specific panties.
      They may even be VIRTUAL, covering situations where PANTY_TYPE == COMMANDO
      But I can confirm, as a programmer, they are absolutely BINARY (64 bit) 😉

  • @SavageDarknessGames
    @SavageDarknessGames 8 месяцев назад

    Speciesist, not Racist.

  • @LupusMechanicus
    @LupusMechanicus Год назад

    thanks for the vidya

    • @ggamedev
      @ggamedev  Год назад

      You are most welcome :-)

  • @BlueBeam10
    @BlueBeam10 Год назад +1

    That was painfull to watch. You could have cut at leat 10mn of fat, speaking about your imaginary gameplay and get to talk on how to setup the database.

    • @ggamedev
      @ggamedev  Год назад +4

      I think maybe you missed the point there: if there was 10 mins of 'fat', then it was 'all' fat. 😄
      The purpose of the video was more to try and 'advertise' database use as an option to game developers, because surprisingly many never realise or consider it for their projects. It wasn't really about specifics, that was intended for other videos
      EDIT: Also, I don't think you are allowed to say my video has 'fat' any more...
      I think its now more acceptable to say 'voluptuous content'