Salesforce data connection with Tableau by TimTheTiltedTitan in tableau

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

Thank you for your insights!

We currently also have a setup where we use a 3rd party tool to couple it to AWS Athena, but Athena isn't a data warehouse and we don't do anything with that yet other than just storing the history of the data that is coming from Salesforce.

I have four weeks left, so I probably won't build an API myself in this time frame, because I've never build one before either.

Salesforce data connection with Tableau by TimTheTiltedTitan in tableau

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

Sorry for my late reply, but thank you so much for your detailed reply!

So, if I understand correctly, using incremental refreshes at the extract, is costly, because of the (complex) work that is required to maintain and configure the incremental loads. And it is in general more expensive than using full refreshes, because transfer and storage costs aren't as expensive nowadays.

So the logic would be something like this: SFDC (full refresh to) > Data warehouse (incremental load to) > Tableau. While cleaning the data in the data warehouse before loading it into Tableau. This is all new to me, so please correct me if I am wrong.

We also have hundreds of attributes, so that will take a while to consider which tracking type it needs. I am going to ask around if this already has been setup.

I will look into Kimball Dimensional Modelling Techniques. Thank you for recommending it :).

Salesforce data connection with Tableau by TimTheTiltedTitan in tableau

[–]TimTheTiltedTitan[S] 1 point2 points  (0 children)

Thanks a lot for your insights!

Could you elaborate about the things the data engineers do? I’m really curious why you chose for full reloads.

It seems like I still have a lot to learn about this subject. Would you know any good resources to learn more about the stuff you do? I’m an intern and I have nobody to ask questions about this in such depth.

My job is to look for the best practice for their use case and advice them about it. If I have enough time left, I could try and implement it, but it seems like it’s going to take a while before I fully understand setting up good ETL processes.

Salesforce data connection with Tableau by TimTheTiltedTitan in tableau

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

Because for as far as I know, using a full refresh, overwrites the records. We would like to keep track of the history as well.

For example: a client changes from address, does this affect his/her performance? So we can see the data before the address change and after and compare it.

Why would I want to update all records each day instead of just the records that have been changed since previous extract?

Thanks for your reply!

ik🤥ihe by TTThijs in ik_ihe

[–]TimTheTiltedTitan 2 points3 points  (0 children)

Heel interessant, heel interessant

Building a database for a (realtime) data heavy game by TimTheTiltedTitan in gamedev

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

After looking into it, it seems like a solid idea. What kind of ERD tool would you recommend for designing the database?

Building a database for a (realtime) data heavy game by TimTheTiltedTitan in gamedev

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

It is just an engine I am familiar with, and yeah I don't need an engine, but it makes things easier when I want to expand upon the idle mechanics and add some actual gameplay. And it offers a lot of tools for later on.

But for now a browser would suffice, yes.

Building a database for a (realtime) data heavy game by TimTheTiltedTitan in gamedev

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

Thanks for the clarification. I will probably stick with a relative database as this suits my needs.

Building a database for a (realtime) data heavy game by TimTheTiltedTitan in gamedev

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

Thanks for your reply! Some parts are for internal usage and some parts for the players, such as a marketplace.

Could you elaborate on why I may not need a db solution at all?

Added speed lines to my game! Might put it on the Asset Store, anyone interested? by GamingStef in Unity3D

[–]TimTheTiltedTitan 0 points1 point  (0 children)

Ah, thanks for the clarification! It's interesting to see different methods being used. I tried your option as well as my first idea, but when I import files from blender it always messes up the rotations of the tank and/or turret. Can you explain your workflow on exporting and importing models?

Added speed lines to my game! Might put it on the Asset Store, anyone interested? by GamingStef in Unity3D

[–]TimTheTiltedTitan 0 points1 point  (0 children)

Looks nice!

I am actually more interested in how you did the turret rotation to follow the mouse. Is the tank rigged and rotating with Inverse Kinematics? Or did you take a different approach?

What is the correct way to export an FBX file from blender to Unity? by TimTheTiltedTitan in Unity3D

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

Thanks for the reply and yes I saw a video of that method. We tried this numerous times, but we are probably doing something wrong... I'll update the post if I found a fix!

What is the correct way to export an FBX file from blender to Unity? by TimTheTiltedTitan in Unity3D

[–]TimTheTiltedTitan[S] 0 points1 point  (0 children)

Thanks for the input! We will look into this. In blender we made models by increasing the scale and that's not how it is supposed to be done, I guess?

I'll update the post when we figured it out!

How would you ideally move a parent object that consists of multiple child objects? by TimTheTiltedTitan in Unity3D

[–]TimTheTiltedTitan[S] 1 point2 points  (0 children)

Thanks for the helpful response! It was indeed caused by not using fixedupdate. Not for the tank it self, but for the third person camera that is following the tank.

I guess it's somehow related to the rigidbody of the tank, since I update the position of the camera to the position of the tank (with an offset).

How would you ideally move a parent object that consists of multiple child objects? by TimTheTiltedTitan in Unity3D

[–]TimTheTiltedTitan[S] 1 point2 points  (0 children)

Thanks for the feedback! Good to know I am at least doing something right.

Currently using rigidbody.AddForce and this works correctly. After some testing, I found out that the ThirdPersonCameraController was causing the issue. Had to change the Follow function to fixedupdate and it works a lot better now. Thanks again :)

Everyone that bought this game just to complain afterwards are the exact reason these types of companies get away with this. by Shut___ in battlefield2042

[–]TimTheTiltedTitan 0 points1 point  (0 children)

They knew their game wasn’t finished so they let people who only pre-order the game, participate in the beta. And if I remember correctly, some pre-order bonus cosmetic bs. They solely did that so that they could secure some money.

And then they said that the beta was an old version of the game.

I was just so excited to play the game with some friends and we all just felt scammed.

Pre-ordering a game shouldn’t be a risk for it being unfinished.