Book: D&D of MOGs
MMOG. Point-to-Point Communications and non-blocking RPCs
February 8, 2016 by • “No Bugs” Bunny
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In other words, you can write your code 'as if' all-your-code-within-the-same-FSM executed within the same thread
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As soon as we have these two parts of processing – we can say that our Server-to-Server communication is tolerant to all kinds of transient inter-server disconnects
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read moreMMOG: World States and Reducing Traffic
February 1, 2016 by • “No Bugs” Bunny
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In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)
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Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read moreMMOG. RTT, Input Lag, and How to Mitigate Them
January 25, 2016 by • “No Bugs” Bunny
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For fast-paced games, there is one big problem with the flow shown on this diagram, and the name of the problem is “latency” (a.k.a. 'input lag')
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No, better bandwidth doesn't necessarily mean better latency
Filed under: Book: D&D of MOGs1st beta of Vol. I-III1st beta of Vol. VII-IXOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork ProgrammingOn.SecurityFraud Prevention
Read moreMMOG Server-Side. Programming Languages
January 18, 2016 by • “No Bugs” Bunny
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From the 50'000-feet point of view, 90% of the differences between modern mainstream programming languages (as they're normally used - or better to say, SHOULD be used - at application-level) are minor or superficial.
Another Quote:
On the server side (unlike client-side) protection from bot writers is not an issue (as server-side code is never exposed to players)
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingProgramming Languages
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