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.
On Zero-Side-Effect Interactive Programming, Actors, and FSMs
March 14, 2016 by • “No Bugs” Bunny
Abstract:
“WHY are functional programming languages not popular for interactive programming purposes?" and "WHAT we can do about it?"
Quote:
IMNSHO, deterministic Actors are the very best thing in existence for interactive programming, with lots of very practical benefits (from production post-mortem, to protection of in-memory state against server faults).
Filed under: On.System Architecture(Re)Actors
Read moreUnity 5 vs UE4 vs Photon vs DIY for MMO
February 22, 2016 by • “No Bugs” Bunny
Quote:
You can still use HLAPI despite its shortcomings
Another Quote:
If you're using one of the engines above (and not your own one), and your game requires Client-Driven Development Flow, you may want to start with a single-player Unity 5, or with a single-player UE4.
Filed under: On.System ArchitectureDistributed systemsBook: D&D of MOGs1st beta of Vol. I-III(Re)ActorsOn.ProgrammingNetwork Programming
Read moreIDL: Encodings, Mappings, and Backward Compatibility
February 15, 2016 by • “No Bugs” Bunny
Quote:
Modifying generated code usually qualifies as a Really Bad Idea
Another Quote:
How much can be gained by each of such specialized encodings – still depends on the game, but if you can try-and-test a dozen of different encodings within a few hours – it will usually allow you to learn quite a few things about your traffic (and to optimize things both visually and traffic-wise too).
Filed under: On.System ArchitectureDistributed systemsBook: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingNetwork Programming
Read moreMMOG. Point-to-Point Communications and non-blocking RPCs
February 8, 2016 by • “No Bugs” Bunny
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: On.System ArchitectureDistributed systemsBook: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingNetwork Programming
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