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…

Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines

June 22, 2015 by “No Bugs” Bunny

Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines - Post preview image

Quote:

Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.

Another Quote:

Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.


Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO's and DONT's for Game Engines

June 15, 2015 by “No Bugs” Bunny

Part IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO's and DONT's for Game Engines - Post preview image

Quote:

If your game is the only one working when all the competition is down, it improves user perception about your app a lot.

Another Quote:

Most importantly, however, this approach allows to keep your players happy – and this is one thing which really matters

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines

June 8, 2015 by “No Bugs” Bunny

Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines - Post preview image

Abstract:

A Panegyric to Store-Process-and-Forward architecture

Quote:

"With proper logging, in most cases a bug can be found from one single crash/malfunction.

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers

June 1, 2015 by “No Bugs” Bunny

Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers - Post preview image

Quote:

You shouldn't count on outsmarting all those millions of highly motivated hackers operating in an environment under their own control.

Another Quote:

Burst consisting of several million packets, may start causing observable issues for a mid-size ISP.

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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