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.

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: On.System ArchitectureDistributed systemsBook: D&D of MOGs1st beta of Vol. I-IIIOn.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: On.System ArchitectureDistributed systemsBook: D&D of MOGs1st beta of Vol. VII-IXOn.ProgrammingNetwork ProgrammingOn.SecurityFraud Prevention

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Asynchronous Processing for Finite State Machines/Actors: from plain event processing to Futures (with OO and Lambda Call Pyramids in between)

January 11, 2016 by “No Bugs” Bunny

Juggling with Futures

Quote:

With 'callback pyramid' it is not easy to express the concept of 'wait for more than one thing to complete' , which leads to unnecessary sequencing, adding to latencies (which may or may not be a problem for your purposes, but still a thing to keep in mind).

Another Quote:

Don't even think of converting all of your code to a so-called Continuation-Passing-Style

Filed under: On.System Architecture(Re)ActorsBook: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingProgramming Languages

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MMOG Server-Side. Eternal Linux-vs-Windows Debate

January 4, 2016 by “No Bugs” Bunny

Linux-vs-Windows Armwrestling

Quote:

Each server is only as secure as its admin

Another Quote:

For cheaper servers, the difference between Windows and Linux can eat as much as 50% of the server rental price (though for those servers which are more or less optimal price-performance-wise observed difference was closer to 20-30%).

Filed under: On.System ArchitectureRequirement analysisBook: D&D of MOGs1st beta of Vol. I-IIIDesign decisions

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