Disclosure: On this site you won’t find specific advice on “how to call function xyz()”. Interpreting C++ ARM and #pragma dwim is also out of scope.

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow, where all such specific questions were answered more than once.

What you will find is opinions, more opinions, and even more opinions on all the aspects of software development - and with a large chunk of them based on real-world experience too.

Your mileage may vary. Batteries not included.

DevOps for MOGs

June 6, 2017 by “No Bugs” Bunny

DevOps for MOGs - Post preview image

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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

Tagged With: multiplayerServer
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Databases and RAIDs

May 30, 2017 by “No Bugs” Bunny

Databases and RAIDs - Post preview image

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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

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

May 23, 2017 by “No Bugs” Bunny

Configuring Hardware for MOG. Part I (Switches, Firewalls, Game Servers) - Post preview image

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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

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

May 16, 2017 by “No Bugs” Bunny

Ultra-fast Serialization of C++ Objects - Post preview image

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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