Designing a database for the game «Minecraft»

The purpose of the paper is to describe reverse engineering of the popular game Minecraft in terms of the interaction of game data and its storage for further use, and on the basis of the obtained data to design a database and a text simulation of the above-mentioned game in order to acquire skills...

Full description

Bibliographic Details
Main Authors: I.І., O.V., A.A., V.A.
Format: Article
Language:English
Published: Zhytomyr Polytechnic State University 2023-06-01
Series:Технічна інженерія
Subjects:
Online Access:http://ten.ztu.edu.ua/article/view/282996
_version_ 1797649244610363392
author I.І.
O.V.
A.A.
V.A.
author_facet I.І.
O.V.
A.A.
V.A.
author_sort I.І.
collection DOAJ
description The purpose of the paper is to describe reverse engineering of the popular game Minecraft in terms of the interaction of game data and its storage for further use, and on the basis of the obtained data to design a database and a text simulation of the above-mentioned game in order to acquire skills in the formation of structured data systems for game products, which require complex data interaction. The paper highlights the basic algorithms of database formation and interaction between data as required by the type of game product and its content. Four stages of software product development are demonstrated. At the first stage, the concept for designing the database was formed, the data to be stored was analyzed, and the idea for creating an information system was determined, as well as the tools used for projecting software products and DBMS. The second stage will describe the formation of a database with all features, representations, procedures and triggers for comfortable data processing when designing a software product, and the use of the database in the information system and work with it during various actions of a player. The third stage is the appearance, structure and operation of game simulations in the form of a web application, the peculiarities of the interactions between this platform and a database and the concept of the game process. Also, at this stage, the finished software product, which operates with the created database and simulates the game «Minecraft», is presented. The implementation of database access security is considered at the fourth stage. The Microsoft SQL Server DBMS was used to work with the data, the simulation of the game was created in the form of a web-site using the C# programming language, the ASP.NET platform, and the Entity Framework database framework.
first_indexed 2024-03-11T15:44:18Z
format Article
id doaj.art-9ff20e538cec40efa49c129bdf6d3a0f
institution Directory Open Access Journal
issn 2706-5847
2707-9619
language English
last_indexed 2024-03-11T15:44:18Z
publishDate 2023-06-01
publisher Zhytomyr Polytechnic State University
record_format Article
series Технічна інженерія
spelling doaj.art-9ff20e538cec40efa49c129bdf6d3a0f2023-10-26T07:29:33ZengZhytomyr Polytechnic State UniversityТехнічна інженерія2706-58472707-96192023-06-0119119319910.26642/ten-2023-1(91)-193-199Designing a database for the game «Minecraft»I.І. 0https://orcid.org/0000-0002-0484-4839O.V. 1https://orcid.org/0000-0003-2240-7891A.A. 2https://orcid.org/0009-0009-5138-3535V.A.3https://orcid.org/0009-0005-1576-2555SuhoniakKorotunLevytskyi Suhoniak The purpose of the paper is to describe reverse engineering of the popular game Minecraft in terms of the interaction of game data and its storage for further use, and on the basis of the obtained data to design a database and a text simulation of the above-mentioned game in order to acquire skills in the formation of structured data systems for game products, which require complex data interaction. The paper highlights the basic algorithms of database formation and interaction between data as required by the type of game product and its content. Four stages of software product development are demonstrated. At the first stage, the concept for designing the database was formed, the data to be stored was analyzed, and the idea for creating an information system was determined, as well as the tools used for projecting software products and DBMS. The second stage will describe the formation of a database with all features, representations, procedures and triggers for comfortable data processing when designing a software product, and the use of the database in the information system and work with it during various actions of a player. The third stage is the appearance, structure and operation of game simulations in the form of a web application, the peculiarities of the interactions between this platform and a database and the concept of the game process. Also, at this stage, the finished software product, which operates with the created database and simulates the game «Minecraft», is presented. The implementation of database access security is considered at the fourth stage. The Microsoft SQL Server DBMS was used to work with the data, the simulation of the game was created in the form of a web-site using the C# programming language, the ASP.NET platform, and the Entity Framework database framework.http://ten.ztu.edu.ua/article/view/282996dbmsgaming productstructuringsqlc#asp.netminecraft
spellingShingle I.І.
O.V.
A.A.
V.A.
Designing a database for the game «Minecraft»
Технічна інженерія
dbms
gaming product
structuring
sql
c#
asp.net
minecraft
title Designing a database for the game «Minecraft»
title_full Designing a database for the game «Minecraft»
title_fullStr Designing a database for the game «Minecraft»
title_full_unstemmed Designing a database for the game «Minecraft»
title_short Designing a database for the game «Minecraft»
title_sort designing a database for the game minecraft
topic dbms
gaming product
structuring
sql
c#
asp.net
minecraft
url http://ten.ztu.edu.ua/article/view/282996
work_keys_str_mv AT ií designingadatabaseforthegameminecraft
AT ov designingadatabaseforthegameminecraft
AT aa designingadatabaseforthegameminecraft
AT va designingadatabaseforthegameminecraft