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…
Avoiding Ugly Afterthoughts. Part a. From Writing for Cross-Platform, to Writing for Debugging and Production Post-Mortem, with Error Handling in between
March 28, 2016 by • “No Bugs” Bunny
Quote:
It is strongly recommended to have your build server to compile your game for at least two sufficiently-different platforms from the very beginning
Another Quote:
If allocation of 50 bytes causes an “out of memory” error, we’re probably already long dead because of unacceptable swapping. And even if we disabled swap file – chances that we will recover from this condition, are infinitesimally small
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingDebugging
Read moreOnce Again on TCP vs UDP
March 21, 2016 by • “No Bugs” Bunny
Abstract:
The choice of TCP over UDP (or vice versa) might not always be obvious. In a sense, replacing TCP with UDP is trading off reliability for interactivity.
Quote:
The most critical factor in selection of TCP over UDP or vice versa is usually related to acceptable delays
Filed under: On.ProgrammingNetwork Programming
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: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(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: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
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