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…
Unity 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
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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
Read moreMMOG. Point-to-Point Communications and non-blocking RPCs
February 8, 2016 by • “No Bugs” Bunny
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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: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read moreMMOG: World States and Reducing Traffic
February 1, 2016 by • “No Bugs” Bunny
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: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
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