Book: D&D of MOGs

MMOG. Point-to-Point Communications and non-blocking RPCs

February 8, 2016 by “No Bugs” Bunny

IP juggling between Client and Server

Quote:

In other words, you can write your code 'as if' all-your-code-within-the-same-FSM executed within the same thread

Another Quote:

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

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MMOG: World States and Reducing Traffic

February 1, 2016 by “No Bugs” Bunny

Data Compression

Quote:

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)

Another Quote:

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

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MMOG. RTT, Input Lag, and How to Mitigate Them

January 25, 2016 by “No Bugs” Bunny

The game of Client-Server

Quote:

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')

Another Quote:

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

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MMOG Server-Side. Programming Languages

January 18, 2016 by “No Bugs” Bunny

C++ sitting on two chairs

Quote:

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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