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	<title>Comments on: Preparing our items system</title>
	<atom:link href="http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/feed/" rel="self" type="application/rss+xml" />
	<link>http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/</link>
	<description>Ever wanted to build a browsergame?</description>
	<lastBuildDate>Wed, 30 Nov 2011 19:42:01 +0000</lastBuildDate>
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		<title>By: Dan Alex</title>
		<link>http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/comment-page-1/#comment-816</link>
		<dc:creator>Dan Alex</dc:creator>
		<pubDate>Fri, 22 Jul 2011 17:20:46 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=478#comment-816</guid>
		<description>i still dont understand why did you do such a &quot;special&quot; item case... the tables would go easier with item(id , name , atk, def , etc...) &#124; invetory wich gets items id from items database and battle wich also gets items id... and the system would be the same you change something in items table and it would change every where...</description>
		<content:encoded><![CDATA[<p>i still dont understand why did you do such a &#8220;special&#8221; item case&#8230; the tables would go easier with item(id , name , atk, def , etc&#8230;) | invetory wich gets items id from items database and battle wich also gets items id&#8230; and the system would be the same you change something in items table and it would change every where&#8230;</p>
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		<title>By: Luke</title>
		<link>http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/comment-page-1/#comment-670</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Mon, 21 Dec 2009 03:57:58 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=478#comment-670</guid>
		<description>It looks like they might be! I guess that&#039;s a typo.</description>
		<content:encoded><![CDATA[<p>It looks like they might be! I guess that&#39;s a typo.</p>
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		<title>By: Devin</title>
		<link>http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/comment-page-1/#comment-669</link>
		<dc:creator>Devin</dc:creator>
		<pubDate>Sun, 20 Dec 2009 21:55:59 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=478#comment-669</guid>
		<description>Hi Luke,  I&#039;m really enjoying this tutorial!  However, I have a question about the &quot;user_items&quot; table here.  It seems like this is the same table as the &quot;user_inventory&quot; mentioned on the &quot;Designing your game&#039;s database&quot; page.  Are they the same?  Thanks .</description>
		<content:encoded><![CDATA[<p>Hi Luke,  I&#39;m really enjoying this tutorial!  However, I have a question about the &#8220;user_items&#8221; table here.  It seems like this is the same table as the &#8220;user_inventory&#8221; mentioned on the &#8220;Designing your game&#39;s database&#8221; page.  Are they the same?  Thanks .</p>
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		<title>By: Luke</title>
		<link>http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/comment-page-1/#comment-595</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Sat, 08 Aug 2009 21:52:27 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=478#comment-595</guid>
		<description>The best way to do this would actually be to create unique tables(and&lt;br&gt;columns) for all of your different inventories; the reason that we did it&lt;br&gt;differently in the tutorial was so that we could quickly expand on our items&lt;br&gt;and add new item types as we needed to.</description>
		<content:encoded><![CDATA[<p>The best way to do this would actually be to create unique tables(and<br />columns) for all of your different inventories; the reason that we did it<br />differently in the tutorial was so that we could quickly expand on our items<br />and add new item types as we needed to.</p>
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		<title>By: Luke</title>
		<link>http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/comment-page-1/#comment-441</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Sat, 08 Aug 2009 16:52:27 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=478#comment-441</guid>
		<description>The best way to do this would actually be to create unique tables(and&lt;br&gt;columns) for all of your different inventories; the reason that we did it&lt;br&gt;differently in the tutorial was so that we could quickly expand on our items&lt;br&gt;and add new item types as we needed to.</description>
		<content:encoded><![CDATA[<p>The best way to do this would actually be to create unique tables(and<br />columns) for all of your different inventories; the reason that we did it<br />differently in the tutorial was so that we could quickly expand on our items<br />and add new item types as we needed to.</p>
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		<title>By: spatlabor</title>
		<link>http://buildingbrowsergames.com/2008/10/10/preparing-our-items-system/comment-page-1/#comment-439</link>
		<dc:creator>spatlabor</dc:creator>
		<pubDate>Sat, 08 Aug 2009 06:25:10 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=478#comment-439</guid>
		<description>It worries me a bit that the user_items table can become very big especially if the user can poses lots of different items (skills, ships, planets, etc). &lt;br&gt;I wondered what you think about an approach that does the following. If you consider a fleet that are composed of multiple types of ships you create a table fleet with a tinytext field that stores [ship_type:nb:ship_type:nb:ship_type:nb: etc]. The same could be done for players skills [skill_type:value:skill_type:value:etc]. &lt;br&gt;Of course this would mean more processing but would decrease the number of entries in the database significantly.&lt;br&gt;&lt;br&gt;My question could be: what is the most cpu efficient? Big database with lot of search/insertion or more php parsing? &lt;br&gt;Thanks</description>
		<content:encoded><![CDATA[<p>It worries me a bit that the user_items table can become very big especially if the user can poses lots of different items (skills, ships, planets, etc). <br />I wondered what you think about an approach that does the following. If you consider a fleet that are composed of multiple types of ships you create a table fleet with a tinytext field that stores [ship_type:nb:ship_type:nb:ship_type:nb: etc]. The same could be done for players skills [skill_type:value:skill_type:value:etc]. <br />Of course this would mean more processing but would decrease the number of entries in the database significantly.</p>
<p>My question could be: what is the most cpu efficient? Big database with lot of search/insertion or more php parsing? <br />Thanks</p>
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