![]() If you go for a SQL database, the only choice is SQLite that stores data in files. Are the choice if you have a game with a ton of data (RPGs for example). Every multi-language game used this approach to have a file for each supported language.Įxternal DB. This is the most used method if your data have a small-medium size. Is faster, but you need to recompile the game when you change a single data, so the testing time would be larger if you only need to adjust the numbers of your game.Įxternal files. All your data is stored inside the code declarations. To store your game data you can use 3 methods: ![]() Last years NoSQL received a great development because they scale better in web-servers. Traditionally, SQL databases are the more used ones. If you have A LOT of data your best approach is to use a DB engine. ![]() Nobody could help you without knowing more about your game and your data.ĭatabases stores data. I don't use any DB with Godot yet, but this seems like a DB question and not a Godot one.
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