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[DiscordArchive] who the hell thought that was fine?

[DiscordArchive] who the hell thought that was fine?

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rektbyfaith
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02-14-2024, 06:11 PM
#11
Archived author: jackpoz • Posted: 2024-02-14T18:11:48.888000+00:00
Original source

That's what ppl usually do, try to apply SQL table structures to NoSQL
rektbyfaith
02-14-2024, 06:11 PM #11

Archived author: jackpoz • Posted: 2024-02-14T18:11:48.888000+00:00
Original source

That's what ppl usually do, try to apply SQL table structures to NoSQL

rektbyfaith
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02-14-2024, 06:12 PM
#12
Archived author: jackpoz • Posted: 2024-02-14T18:12:07.176000+00:00
Original source

Many people are insane in this world
rektbyfaith
02-14-2024, 06:12 PM #12

Archived author: jackpoz • Posted: 2024-02-14T18:12:07.176000+00:00
Original source

Many people are insane in this world

rektbyfaith
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02-14-2024, 06:12 PM
#13
Archived author: jackpoz • Posted: 2024-02-14T18:12:59.726000+00:00
Original source

But in the same way you can't index on a mmap tile other than it's filename, NoSQL does the same
rektbyfaith
02-14-2024, 06:12 PM #13

Archived author: jackpoz • Posted: 2024-02-14T18:12:59.726000+00:00
Original source

But in the same way you can't index on a mmap tile other than it's filename, NoSQL does the same

rektbyfaith
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02-14-2024, 06:13 PM
#14
Archived author: jackpoz • Posted: 2024-02-14T18:13:22.988000+00:00
Original source

And yet we do store a lot of data in mmtiles
rektbyfaith
02-14-2024, 06:13 PM #14

Archived author: jackpoz • Posted: 2024-02-14T18:13:22.988000+00:00
Original source

And yet we do store a lot of data in mmtiles

rektbyfaith
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02-14-2024, 06:13 PM
#15
Archived author: jackpoz • Posted: 2024-02-14T18:13:48.151000+00:00
Original source

Using as key <map id><tile x><tile y>
rektbyfaith
02-14-2024, 06:13 PM #15

Archived author: jackpoz • Posted: 2024-02-14T18:13:48.151000+00:00
Original source

Using as key <map id><tile x><tile y>

rektbyfaith
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02-14-2024, 06:13 PM
#16
Archived author: ZaDarkSide • Posted: 2024-02-14T18:13:52.507000+00:00
Original source

did you ever compress the mmaps to see how compressible they are?
rektbyfaith
02-14-2024, 06:13 PM #16

Archived author: ZaDarkSide • Posted: 2024-02-14T18:13:52.507000+00:00
Original source

did you ever compress the mmaps to see how compressible they are?

rektbyfaith
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02-14-2024, 06:13 PM
#17
Archived author: jackpoz • Posted: 2024-02-14T18:13:55.250000+00:00
Original source

And it works
rektbyfaith
02-14-2024, 06:13 PM #17

Archived author: jackpoz • Posted: 2024-02-14T18:13:55.250000+00:00
Original source

And it works

rektbyfaith
Administrator
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02-14-2024, 06:14 PM
#18
Archived author: ZaDarkSide • Posted: 2024-02-14T18:14:14.105000+00:00
Original source

from 11 GB you get like 2 GB if you compress all the files lol
rektbyfaith
02-14-2024, 06:14 PM #18

Archived author: ZaDarkSide • Posted: 2024-02-14T18:14:14.105000+00:00
Original source

from 11 GB you get like 2 GB if you compress all the files lol

rektbyfaith
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02-14-2024, 06:14 PM
#19
Archived author: ZaDarkSide • Posted: 2024-02-14T18:14:19.807000+00:00
Original source

that's not good
rektbyfaith
02-14-2024, 06:14 PM #19

Archived author: ZaDarkSide • Posted: 2024-02-14T18:14:19.807000+00:00
Original source

that's not good

rektbyfaith
Administrator
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02-14-2024, 06:14 PM
#20
Archived author: Northstrider • Posted: 2024-02-14T18:14:30.135000+00:00
Original source

just fking merge all tiles into one mesh and load that whole thing and be done with it. no more pathfinding grid issues
rektbyfaith
02-14-2024, 06:14 PM #20

Archived author: Northstrider • Posted: 2024-02-14T18:14:30.135000+00:00
Original source

just fking merge all tiles into one mesh and load that whole thing and be done with it. no more pathfinding grid issues

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