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.
TCP Peculiarities as Applied to Games, Part II
March 14, 2017 by • “No Bugs” Bunny
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
Read moreTCP Peculiarities for Games, part 1
March 7, 2017 by • “No Bugs” Bunny
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
Read moreClient: Installer & Auto-Updates
February 28, 2017 by • “No Bugs” Bunny
Quote:
Pretty much whatever-we-do, there will be a certain percentage of players which are trying to run an obsolete version of the Client forever-and-ever
Another Quote:
It is very important to keep updater transaction-oriented.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreSome Big-Os are Bigger Than Others
February 21, 2017 by • “No Bugs” Bunny
Quote:
Strictly speaking, for real-world computers, every algorithm which completes in a finite time can be said to be O(1)
Another Quote:
now the difference because of unfortunate ‘jumps’ over (uncached at the time) memory can lead to a 100x+ (!) performance difference. However, it is still O(1) and is rarely taken into account during performance analysis
Filed under: On.ProgrammingOptimizations
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