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.

My Personal Take on Testing (including Unit Testing and (A)TDD/BDD)

March 28, 2017 by “No Bugs” Bunny

Automated Testing

Quote:

BTW, I don’t want to say that unit testing is pointless

Another Quote:

I am arguing that changing design to enable testing should be avoided.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.DevelopmentDevelopment Processes

Tagged With: Testing
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(Almost-)Zero-Additional-Latency UDP-over-TCP

March 21, 2017 by “No Bugs” Bunny

UDP over TCP

Quote:

we realize that for some of the Clients – UDP just doesn’t work because of some weird firewall between Client and Server

Another Quote:

there is nothing to block us (so head-of-line blocking doesn’t apply)

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming

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TCP Peculiarities as Applied to Games, Part II

March 14, 2017 by “No Bugs” Bunny

Nagle's Algorithm

Quote:

Nagle’s algorithm aims to deal with those [CENSORED] developers who’re trying to send data over TCP in really small chunks (like 1 byte each time)

Another Quote:

it seems that “proportional rate reduction” (PRR, reportedly used by Linux kernels by default starting from 3.2) performs for gaming purposes a little bit better than the alternatives

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming

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TCP Peculiarities for Games, part 1

March 7, 2017 by “No Bugs” Bunny

Exponential Back-Off

Quote:

the best we can hope when using a single TCP connection over 5%-loss channel – is having 1.5-second “lag spike” every 5 or so minutes, and a 3-second “lag spike” every 2 hours.

Another Quote:

we may already have the-information-we-need on the receiving host – but this information is hidden from us by layers of abstraction on receiving side

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingNetwork Programming

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