“No Bugs” Bunny
Choosing Version Control System for MOG development
September 19, 2017 by • “No Bugs” Bunny
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For game development (and unlike most of other software development projects), you're likely to have binary files which need to be edited (representing so-called “assets”)
Another Quote:
for open-source games, Git does have a Very Significant Advantage™
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.DevelopmentDevelopment Processes
Read moreMOGdev: to feature branch or not to feature branch?
September 12, 2017 by • “No Bugs” Bunny
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As a rule of thumb, for gamedev we DO need to have our version control to be easily usable by non-developers.
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it is the second developer to commit who becomes a responsible for resolving conflicts
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.DevelopmentDevelopment Processes
Read moreOLTP Optimization Cheat Sheets for dbdevs and DBAs
September 5, 2017 by • “No Bugs” Bunny
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Have I already mentioned that you DO need to understand execution plans?
Another Quote:
DO keep in mind that maintaining indexes has its own cost
Filed under: Book: D&D of MOGs1st beta of Vol. VII-IXOn.ProgrammingOptimizations
Read moreDB Execution Plans for C++/Java Developers, and for anybody who has read Knuth
August 29, 2017 by • “No Bugs” Bunny
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If I was a compiler-with-ability-to-create-indexes-as-I-need-it – what would I do to make The Ideal Execution Plan™ for this request?
Another Quote:
When we have that ideal-execution-plan – we still need to convince our SQL compiler to use it
Filed under: Book: D&D of MOGs1st beta of Vol. VII-IX
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