godot-sqlite
Json.NET
godot-sqlite | Json.NET | |
---|---|---|
18 | 53 | |
758 | 10,530 | |
- | - | |
7.3 | 3.7 | |
about 1 month ago | 21 days ago | |
C++ | C# | |
MIT License | MIT License |
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godot-sqlite
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Final 4.1 RC? Please test! Release candidate: Godot 4.1 RC 3
It needs to be ported for 4.1: https://github.com/2shady4u/godot-sqlite/issues/148
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How to get SQLite godot working on android
https://github.com/2shady4u/godot-sqlite this plugin work correct, see example project
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Efficient way to store/update information of 1,000+ characters?
Theres a addon for that, but i dont know if it works on Godot 4: https://github.com/2shady4u/godot-sqlite
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Using Godot for non-game desktop software?
I use Godot professionally to develop apps. And it's honestly been a dream. XD There's lots of ways to hook into functionality you need. Especially with Godot's growing extension library. Speaking of which, here's a GD4 extension for SQLite: https://github.com/2shady4u/godot-sqlite/releases/tag/v4.0 :)
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Any way to have for Dictionaries something like the "shortcuts" we have for functions?
3.X https://github.com/2shady4u/godot-sqlite/tree/master
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best way to work with SQLite on Godot 4?
i didnt liked is how bloated, in terms of size, becomes exported app if you use sqlite as gdextension. https://github.com/2shady4u/godot-sqlite/issues/72
- How to use SQLite columns for conditions in Godot?
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Save game using SQLite/Database?
But I suppose some issues may worth attention before using it, for example https://github.com/2shady4u/godot-sqlite/issues/112 or https://github.com/2shady4u/godot-sqlite/issues/66
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Godot proving its worth when it comes to UI-heavy games! Little mobile football manager game I'm working on
As someone making a similar game, I use Godot Sqlite! I wouldn't use it for most stuff in gamedev, but for something like this where most of the data is tabular, it's super super super helpful if you already know SQL (which is a pretty easy transition for me since my day job is data science). Can't recommend it enough if you want to store tables of data.
- What are good ways to handle [a lot of] static data?
Json.NET
- stopDoingJson
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Should you use Newtonsoft.Json or System.Text.Json in 2023?
This bug and many others related to time: https://github.com/JamesNK/Newtonsoft.Json/issues/862 And they will never get fixes, because the project is kind of dead. Edit: and actually, the creator claim to have made it like this on purpose, so I don't trust it anymore.
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Removing default values while serializing using Newtonsoft.Json
There's a related discussion on the GitHub repo:
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React developer to NET
Nuget is where you'll get 3rd party libraries (such as Newtonsoft.Json for JSON processing)
- what library do i need to include for this json deserializer? (or how do i find what libs i need to include in general?)
- How do you normally store large raw json string into a variable in your code in C#?
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Best practice for organizing multiple classes (new to programming)
Common convention (with rare exceptions) is to name your project the same as your assembly name and default namespace. For example, Newtonsoft.Json.csproj makes an assembly called Newtonsoft.Json.dll with the default namespace of Newtonsoft.Json. Inside that project directory (which usually also has the same name), subdirectories would match namespaces nested inside the default, like in that example there is a folder named Serialization which contains classes that are all in the namespace Newtonsoft.Json.Serialization. Classes in this nested namespace can automatically access classes defined in parent namespaces without extra using statements, like how JsonProperty.cs can reference JsonConverter from the Newtonsoft.Json namespace, but it needs a using statement at the top of the file in order to access classes from the sibling namespace Newtonsoft.Json.Utilities
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market data GET HttpClient json requests vs net sdk wrapper functions
As I said, I'm not familiar with C# but on a quick Google it seems there isn't one idiomatic way to handle JSON in C# - instead a multitude of different libraries/packages for doing so. This seems... ...irritating. json.NET (https://www.newtonsoft.com/json) seems to be one of the best (but again, I don't know C#).
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How easy is Monogame for a beginner coming from game engines?
MonoGame abstracts a lot of the rendering work and is easy to use for 2D games (I haven't tested its 3D support so far). It also provides you with a content pipeline plus audio and input handlers. All that's left for you to do is roll your own Entity Component System, physics, and game logic. If you're not interested in writing your own physics, there are libraries out there already. Additionally, if you don't want to get caught up in the details of data serialization, Json.NET is a great package for serializing data in JSON format. That makes it perfect when paired with a map editor such as Tiled, which can export to JSON.
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Does SerializeObject from NewtonSoftJson translate property names based on the environment language?
Also file an issue report with Newtonsoft because IMO that should not be happening.
What are some alternatives?
sqlitebrowser - Official home of the DB Browser for SQLite (DB4S) project. Previously known as "SQLite Database Browser" and "Database Browser for SQLite". Website at:
Utf8Json - Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
nativelib - NativeLib is a plugin management system for Godot engine.
MessagePack for C# (.NET, .NET Core, Unity, Xamarin) - Extremely Fast MessagePack Serializer for C#(.NET, .NET Core, Unity, Xamarin). / msgpack.org[C#]
Depot - Structured data editor built inside VS Code
Protobuf.NET - Protocol Buffers library for idiomatic .NET
mongo-driver-godot - Unofficial MongoDB driver for Godot Engine 3.3
LitJSON - JSON library for the .Net framework
godot-ios-plugins
Jil - Fast .NET JSON (De)Serializer, Built On Sigil
GodotFirebase - Implementations of Firebase for Godot using GDScript
ProtoBuf - C# code generator for reading and writing the protocol buffers format