Closed silverkorn closed 8 years ago
I think this is better as a separate module.
I can understand this point of view.
The request was more to have a ready to run server/client with a scalable data management service without the need to change the queries. (SQLite for local or light management and scalable to MySQL for larger data manipulation)
I'll let other people give their opinion about this. I'm just afraid that by doing it as a separate module, it won't be done at all, which seems to happen too frequently... :confused:
The only reason why we are likely to want all things in core is because Godot currently lacks easy plug-and-play of native functionality. There are a lot of great modules to do (AdMob, IAP, procedural generation, voxels, VR, AI, Perlin Noise, additional scripting languages...). If module development evolves further than recompiling the whole engine binary (which is seriously considered here https://github.com/godotengine/godot/issues/3936), having a NanoDBC module could be no problem at all. I prefer a clean core than a bloated core :)
Understandable! Should I migrate this issue to the godotengine/godot-modules repository? Maybe we should also put your module list in this place?
I'm all for it, having database support out of the box wouldn't hurt, if it's lightweight, cross-platform and can connect to all databases. I see godot-modules being there only for stuff that can't ship alongside godot because of license restrictions or if they do not work properly (in case of theora)
@TheoXD, that's indeed why I suggested it directly into Godot, just like other libraries such as Node regex
and others tiny "drivers".
if it's really lightweight, I wouldn't mind it to be integrated into the core. else, it could become a module that i might need.
This can be added as a module even if it's in Godot's core (such as GDScript, GridMap an IK).
Oh, i think that I used a wrong word. What I mean by "module" is more like "optional plugin".
Personally, I'd rather not to have to compile godot to add or remove modules. I'd prefer an out of the box slim godot with optional .dll or .so.
Although some would prefer it in an all-in-one executable (like I personally do).
Still, I had migrated this issue to the godotengine/godot-modules repository. (https://github.com/godotengine/godot-modules/issues/4)
Thanks for the interest!
I'm sorry to ask on an old closed issue but the godot-modules repository seems to be gone these days. What ever happened with this feature request over there?
I'm sorry to ask on an old closed issue but the godot-modules repository seems to be gone these days. What ever happened with this feature request over there?
Feature proposals are now tracked on the Godot proposals repository. That particular proposal needs to be recreated there.
Greetings to anyone comming here:
We've reopened this discussion in the following thread: https://github.com/godotengine/godot-proposals/discussions/4609
Greetings,
In many context, specially those with a lot of information to store such as user information, progress, logins & scoreboards, databases are fundamental to those applications/games.
Unfortunately, there's no support for larger scaled databases in Godot and the current format is extremely limited.
This is why I suggest the implementation of ODBC with, as suggestion, nanodbc. It is MIT licensed, light and cross-platform.
Why do I suggested ODBC over any other specific method/protocol? Simply because it's supported by most of database softwares (e.g.: Microsoft SQL, MySQL, PostgreSQL, SQLite, etc.) with a generic syntax and it's platform independent.
Let me know your thoughts about it. Thanks! :smile: