Battlespace.Server.Data
References
[Battlespace.Server.Data]- Battlespace Server side Database Layer
!Entity Structure
- Manage Game objects in the Database from the Entity level. This means that
[Game Design Code] needs not know how the exact
[Data Layer Code] works. You only have to use the entities, there properties, and there functions.
- Entitys (see
[bspace_scene] and
[bspace_object]) have a basic structure. These also include user-defined fields as needed. See the basic structures for information. A scene is basically an stage of objects. That is to say. a a scene is a 'stage', that contains many bspace
objects. The bspaceScene, manages objects. Scene Management includes many sub-systems here:
Bspace_Scene
- bspace_object management
- bspace_scene Mission/Quest/Task engine
- bspace_scene Network control (multiplayer or single player instancing)
- bspace_object, contains many properties and functions:
Game Properties
- Object Identification Properties
- Object Navigation Properties
- Object Tactical Properties
- Object System Properties
- Object Inventory Properties
- Object Trade Properties
- Object Sensor Properties
Media Properties
- Object Media Properties
- Object 3D Properties
- Object Audio Properties
Other
- Object Input Properties
#Object Scene Properties (1)
- Object AI Properties
Game Functions
- Object Navigation Functions
- Object Tactical Functions
- Object Sensor Functions
- Object Input Functions
Notes:
(1) - bspace
objects can contain a bspacescene object. This is to allow an object to become a scene, if needed for special user itnerface functions. For example, modifying a ship. IF you wanted to click on a starship, and modify, it, the screen would be a new scene, that zoomed in on the ship, and showed user interface objects (buttons, labels, etc) for modding the ship. This is one of many ways to use that.