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.

Deterministic Components for Interactive Distributed Systems

April 26, 2017 by “No Bugs” Bunny

BB_part090_Overload133_jun2016_v1.png

Here are the slides from my today’s presentation on ACCU2017. Version with a transcript to follow on Monday-Tuesday. Click to forward. And BTW – there is a menu on the left. PDF version

Filed under: OtherAnnouncements

Tagged With: Determinism
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Services Provided: Co-Location vs Rented/Dedicated Servers vs Cloud

April 18, 2017 by “No Bugs” Bunny

Remote hands

Quote:

in general – I suggest to have your first few servers rented, and think about scaling your load (including using cloud servers) while you’re running your playtesting/public beta/etc.

Another Quote:

most likely to rent just the space in the datacenter is going to be more expensive that renting space plus servers-in-that-space. Don’t ask me why it is the case – but it usually is

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

Tagged With: multiplayerServer
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Preparing to Deploy your Game: To Cloud or Not to Cloud?

April 11, 2017 by “No Bugs” Bunny

Costs: Cloud vs non-cloud

Quote:

In fact, the following “hybrid” model is more optimal than both pure cloud-based and pure rental-based ones

Another Quote:

One relatively recent and certainly welcome addition to the cloud scene, is so-called “bare-metal cloud” servers.

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

Tagged With: multiplayerServer
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Production Crashes. Post-factum Debugging. Logging. Replayable Deterministic Re(Actors)

April 4, 2017 by “No Bugs” Bunny

Post-factum debugging

Quote:

I’ve seen game companies with hundreds of thousands of dollars lost per hour of unplanned server downtime.

Another Quote:

deterministic debugging is by far the best thing I have seen for production debugging.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingDebugging

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