Book: D&D of MOGs
Production Crashes. Post-factum Debugging. Logging. Replayable Deterministic Re(Actors)
April 4, 2017 by • “No Bugs” Bunny
Quote:
I’ve seen game companies with hundreds of thousands of dollars lost per hour of unplanned server downtime.
Another Quote:
deterministic debugging is by far the best thing I have seen for production debugging.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingDebugging
Read moreMy Personal Take on Testing (including Unit Testing and (A)TDD/BDD)
March 28, 2017 by • “No Bugs” Bunny
Quote:
BTW, I don’t want to say that unit testing is pointless
Another Quote:
I am arguing that changing design to enable testing should be avoided.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.DevelopmentDevelopment Processes
Tagged With: Testing
Read more(Almost-)Zero-Additional-Latency UDP-over-TCP
March 21, 2017 by • “No Bugs” Bunny
Quote:
we realize that for some of the Clients – UDP just doesn’t work because of some weird firewall between Client and Server
Another Quote:
there is nothing to block us (so head-of-line blocking doesn’t apply)
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming
Read moreTCP Peculiarities as Applied to Games, Part II
March 14, 2017 by • “No Bugs” Bunny
Quote:
Nagle’s algorithm aims to deal with those [CENSORED] developers who’re trying to send data over TCP in really small chunks (like 1 byte each time)
Another Quote:
it seems that “proportional rate reduction” (PRR, reportedly used by Linux kernels by default starting from 3.2) performs for gaming purposes a little bit better than the alternatives
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming
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