1. RE: A EUPHORIA Database

> -----Original Message-----
> From: C. K. Lester [mailto:cklester at yahoo.com]

> If I wanted to create a database with the following fields, 
> how would I do
> it?

You could do it with standard SQL if you used EuSQL.
(www14.brinkster.com/matthewlewis/projects.html)

> DB Name: CARD
> Field 1: Name
> Field 2: Type
> Field 3: Commonality
> 

<SNIP>

> Could I then reference each field by its name, or would I 
> have to use some
> other non-intuitive reference system?

You could use field names.
 
> (I realize that each DB above will probably be a table within the same
> database. That's fine with me.)

EuSQL uses a couple of tables to store information about the tables, and
will handle the joining of tables for you.

> P.S. Yes, this is for a collectible card game card database...

One of the reasons I wrote EuSQL. :)

Matt Lewis

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2. RE: A EUPHORIA Database

> > If I wanted to create a database with the following fields, 
> > how would I do it?
> 
> You could do it with standard SQL if you used EuSQL.
> (www14.brinkster.com/matthewlewis/projects.html)

Does EuSQL use a EDS database?

> EuSQL uses a couple of tables to store information about the
> tables, and will handle the joining of tables for you.
> 
> > P.S. Yes, this is for a collectible card game card database...
> 
> One of the reasons I wrote EuSQL. :)

Would you mind sharing some code or insights into what you've already 
done... maybe some hints/tips/tricks?

Thanks!
ck

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3. RE: A EUPHORIA Database

> -----Original Message-----
> From: C. K. Lester [mailto:cklester at yahoo.com]

> Does EuSQL use a EDS database?

Yes.  EuSQL sits on top of database.e.
 
> > EuSQL uses a couple of tables to store information about the
> > tables, and will handle the joining of tables for you.
> > 
> > > P.S. Yes, this is for a collectible card game card database...
> > 
> > One of the reasons I wrote EuSQL. :)
> 
> Would you mind sharing some code or insights into what you've already 
> done... maybe some hints/tips/tricks?

Well, here's a general overview:

EuSQL uses Structured Query Language (SQL--and will some day hopefully power
an ODBC driver for EDS).  You can find lots of stuff about that.  It's
basically the most common language used for relational databases (Oracle,
DB2, SQL Server, etc).  I use a table named TABLEDEF to store information
about the tables.  It stores the field names and structures and index
information.

You can use nested fields--really just nested sequences.  All primary key
fields must be stored in the first top-level field (ie, the key in EDS).
Each table (even TABLEDEF) has a record describing it in TABLEDEF.  The
other system table is INDEXDEF, which is only partially functioning (you can
create an index, but it's not used yet).  Each index gets its own record,
using an a-list to store value, key pairs.

You can use SQL to select, update, create and delete records.  There are
also API routines for doing this.  Currently, the query engine is really
dumb--there's almost no optimization in there, and every join is pretty much
brute force (each record is compared to every record in the other table(s)
to see if they fit the join condition).

For boolean stuff (and eventually for all calculated fields) I use an
updated version of my matheval project.  It's pretty cool to reuse some old
code.

To run a query, you can submit a SQL command and get it parsed and
'compiled.' You can then execute the query (or do it all in one call).  The
parsing has been modularized for the most part, making it easier to add
stuff than when it was a giant if-elsif tree.

The code's all there on my page
(http://www14.brinkster.com/matthewlewis/projects.html).  Apparently I just
have an old executable version of the game up there.  The latest (as of
about a year and a half ago :) uses a modified version of Dave Cuny's eu.ex
to run Eu script, plus stores all the cards/decks in a EuSQL db.  I also had
an editor for creating/editing new cards.  I'll see what I can dig out of
mothballs if anyone's interested.

Matt Lewis

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4. RE: A EUPHORIA Database

Matthew Lewis wrote:
> 
> > > > P.S. Yes, this is for a collectible card game card database...
> > > One of the reasons I wrote EuSQL. :)
> > Would you mind sharing some code or insights into what you've
> > already done... maybe some hints/tips/tricks?
> 
> The code's all there on my page
> (http://www14.brinkster.com/matthewlewis/projects.html).
> Apparently I just have an old executable version of the
> game up there.  The latest (as of about a year and a
> half ago :) uses a modified version of Dave Cuny's eu.ex
> to run Eu script, plus stores all the cards/decks in a
> EuSQL db.  I also had an editor for creating/editing new
> cards.  I'll see what I can dig out of mothballs if
> anyone's interested.

/me raises hand and says, "I'm interested!"

I'm involved in playtesting two new CCG games (both in the 
concept-testing phase) and I want to put together a CCG simulator to 
make things easier for testing. It won't know the rules of the game, but 
it will be able to manage card distribution during the game. For 
instance, I should be able to specify how many players (generally 2), 
deck composition, then card placement to DECK, playfield position x, 
Discard Pile, etc... (for however many playfield positions I define).

If anyone wants to help, email me privately. This would be for the CCG 
Simulator/Player only, NOT the games. I'm under NDA right now for that 
stuff.

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5. RE: A EUPHORIA Database

OK, I've unbroken the designer program for designing cards.  As I mentioned,
it uses EuSQL (you'll need to d/l separately), which uses EDS databases.  It
also uses a modified version of eu.ex (euscript.e) to run a scripting
language.  Actually, it doesn't do much in this app, other than help you
debug code in the cards.  One thing I didn't mention is that you'll have to
make global convPctToPixel() in win32lib.  There's no real help, but most of
the buttons have tooltips, and it should be fairly obvious what they do.  If
I ever work on this again, I'll probably use Don's new editor control rather
than a richedit for the code editing.

There's also a playable version of the game up on my site, although it uses
a stupid file format (print/get), and you don't get any source--it's a bound
exe, but the newest versions (when they work) look pretty much the same to
the player.

http://www14.brinkster.com/matthewlewis/projects.html

Matt Lewis

> -----Original Message-----
> From: C. K. Lester [mailto:cklester at yahoo.com]

> > > > > P.S. Yes, this is for a collectible card game card database...
> > > > One of the reasons I wrote EuSQL. :)
> > > Would you mind sharing some code or insights into what you've
> > > already done... maybe some hints/tips/tricks?
> > 
> > The code's all there on my page
> > (http://www14.brinkster.com/matthewlewis/projects.html).
> > Apparently I just have an old executable version of the
> > game up there.  The latest (as of about a year and a
> > half ago :) uses a modified version of Dave Cuny's eu.ex
> > to run Eu script, plus stores all the cards/decks in a
> > EuSQL db.  I also had an editor for creating/editing new
> > cards.  I'll see what I can dig out of mothballs if
> > anyone's interested.
> 
> /me raises hand and says, "I'm interested!"
> 
> I'm involved in playtesting two new CCG games (both in the 
> concept-testing phase) and I want to put together a CCG simulator to 
> make things easier for testing. It won't know the rules of 
> the game, but 
> it will be able to manage card distribution during the game. For 
> instance, I should be able to specify how many players (generally 2), 
> deck composition, then card placement to DECK, playfield position x, 
> Discard Pile, etc... (for however many playfield positions I define).
> 
> If anyone wants to help, email me privately. This would be 
> for the CCG 
> Simulator/Player only, NOT the games. I'm under NDA right now 
> for that 
> stuff.
> 
> 
> 
>

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