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“No Bugs” Bunny

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“No Bugs” Bunny
Sarcastic Architect

Hobbies: Thinking Aloud, Arguing with Managers, Annoying HRs, Calling a Spade a Spade, Keeping Tongue in Cheek

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Once upon a time, in a rabbit outsourcing warren of Bunnylore, there was a young software developer bunny. And as a developer, she has had one very unusual treat: she was obsessed with eliminating all the bugs she can get his forelegs on. So, it is not surprising that her friends called her a “No Bugs” Bunny (or simply “NoBugs”).

Later on, she grew up, so she decided that “Bunny” in her name has became inappropriate (not to mention potential arguments with Warner Brothers), so she has asked all her friends to call her “No Bugs” Bunny. She has made a career as a team lead and software architect, and they lived happily ever after.

Configuring Hardware for MOG. Part I (Switches, Firewalls, Game Servers)

May 23, 2017 by “No Bugs” Bunny

Configuring Servers, Switches, and Firewalls

Quote:

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

Tagged With: multiplayerServer
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Ultra-fast Serialization of C++ Objects

May 16, 2017 by “No Bugs” Bunny

serialization: per-field vs whole struct

Quote:

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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Server-Side Hardware for MOGs

May 9, 2017 by “No Bugs” Bunny

Building from Servers

Quote:

beware: “being able to handle 1Gbit/s in general”, and “being able to handle 1Gbit/s in 60-byte packets” are often two very different things

Another Quote:

any heavily-writing DB is going to be quite sensitive to the latency of writing to the database log

Filed under: Book: D&D of MOGs1st beta of Vol. VII-IX

Tagged With: multiplayerServer
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Cover Design for "Development and Deployment of Multiplayer Online Games"

May 4, 2017 by “No Bugs” Bunny

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Abstract:

We kinda-finalized cover designs for the first three volumes of “Development and Deployment of Multiplayer Online Games” upcoming book

Filed under: Book: D&D of MOGsTable of ContentsOtherAnnouncements

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