On.System Architecture
System Architecture (and it’s subfield Software Architecture) is a discipline which is surprisingly poorly covered. In a sense, it is still more an art than a science, and usually requires somebody intimately familiar with practical systems, to tell what’s to do and what’s to avoid when building a system.
IT Hares have lots of experience in both Software Architecture and more general System Architecture, and are trying to share their knowledge (and more importantly, their feelings) about them.
Part V: UDP of 64 Network DO's and DON'Ts for Game Engines
June 29, 2015 by • “No Bugs” Bunny
Quote:
In general, lag and jitter are not specific to UDP, and manifest themselves for absolutely any Internet connection.
Another Quote:
If you need a globally-reachable server with single-digit-ms lag for all the players, it is simply not possible
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines
June 22, 2015 by • “No Bugs” Bunny
Quote:
Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.
Another Quote:
Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO's and DONT's for Game Engines
June 15, 2015 by • “No Bugs” Bunny
Quote:
If your game is the only one working when all the competition is down, it improves user perception about your app a lot.
Another Quote:
Most importantly, however, this approach allows to keep your players happy – and this is one thing which really matters
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines
June 8, 2015 by • “No Bugs” Bunny
Abstract:
A Panegyric to Store-Process-and-Forward architecture
Quote:
"With proper logging, in most cases a bug can be found from one single crash/malfunction.
Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming
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