On.Programming

For most of us, programming (or more generally – software development) is all the life is about.

IT Hares are not different. And they have more than just quite a few bits to share about programming…

Packet Loss for an App-Level Developer. Part I. Router Failures, BGP Convergence Time, AQM, Traffic Shapers.

January 16, 2017 by “No Bugs” Bunny

Active Queue Management

Quote:

All the routers, switches (actually – pretty much each and every device which forms Internet infrastructure) – are allowed to drop each and every packet.

Another Quote:

TCP, when it observes a dropped packet, interprets it as an indication of congestion – and slows down.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming

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Determinism: Requirements vs Features

December 26, 2016 by “No Bugs” Bunny

Schroedinger's Cat vs Production Post-Mortem, Low-Latency Fault Tolerance, and Replay-Based Regression Testing

Abstract:

Apparently, in practice there is big difference between cross-platform determinism and same-executable determinism, both in abilities they can provide, and from implementation complexity point of view

Quote:

Cross-platform determinism is the strictest definition of determinism I know; not surprisingly, there are quite a few factors which can break it

Filed under: On.System Architecture(Re)ActorsOn.ProgrammingTips and Tricks

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Game Graphics 101: Rendering Pipeline & Shaders

October 3, 2016 by “No Bugs” Bunny

Rendering Pipeline

Quote:

each of the stages of the rendering pipeline is operating on a large set of items (vertices or fragments/pixels)

Another Quote:

These days, even if the program uses fixed-pipeline, that fixed-pipeline is simulated over shaders anyway ?

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

Tagged With: 3DClient
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Game Graphics 101: Lights!.. Camera!.. Frustum?

September 26, 2016 by “No Bugs” Bunny

Frustum

Quote:

In games, more often than not, we’ll be dealing with so-called Phong reflection model.

Another Quote:

with orthographic projection, the lines which project points from our 3D world onto our 2D screen, are no longer converging to one single point; instead, they go parallel to each other.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

Tagged With: 3DClient
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