“No Bugs” Bunny
DevOps for MOGs
June 6, 2017 by • “No Bugs” Bunny
Quote:
This communication channel (coming from Operations back to Development) is extremely important to have a game which is able to work anywhere-reliably in the real world
Another Quote:
Most importantly, our processes should allow these different production cycles to co-exist.
Filed under: Book: D&D of MOGs1st beta of Vol. VII-IXOn.DevelopmentDevelopment Processes
Read moreDatabases and RAIDs
May 30, 2017 by • “No Bugs” Bunny
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for quite a few applications out there, the most important feature of the RAID is not even redundancy, but greatly improved write latency. Moreover – this is the thing which we cannot possibly get from software RAID (!).
Another Quote:
As a rule of thumb – I am trying to keep the size of OLTP DB small enough to fit into RAM of the OLTP DB Server.
Filed under: Book: D&D of MOGs1st beta of Vol. VII-IX
Read moreConfiguring Hardware for MOG. Part I (Switches, Firewalls, Game Servers)
May 23, 2017 by • “No Bugs” Bunny
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beware: “there are distros beyond the RedHat/Debian dichotomy – but if you’re reading this section looking for my advice on it – most likely you still have too little experience running Linux to look in that direction
Another Quote:
every time I disable Active Directory Service from a production server – I feel as a doctor who successfully removed a cancer tumor from a patient
Filed under: Book: D&D of MOGs1st beta of Vol. VII-IX
Read moreUltra-fast Serialization of C++ Objects
May 16, 2017 by • “No Bugs” Bunny
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in both these cases we can be 100% sure that we’ll be deserializing this state on the executable which is identical to the executable which serialized the state.
Another Quote:
Even when comparing with home-grown code with per-field serialization, our Ultra-Fast Serialization still wins (up to 1.5x-2x)
Filed under: On.ProgrammingTips and TricksOptimizations
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