1st beta of Vol. I-III

This category consists of posts which form “1st beta” of the Vol.I-III of the upcoming book “Development & Deployment of Multiplayer Online Games”. Please note that “2nd beta” (available on Indiegogo) has 75% of the new content compared to the “1st beta” (in particular, based on the comments here on ithare.com and on /r/programming), so please don’t hit me too hard for the quality of the “1st beta”. ToC of “2nd beta”.

Unity 5 vs UE4 vs Photon vs DIY for MMO

February 22, 2016 by “No Bugs” Bunny

Unity 5 vs UE4 vs Photon vs DIY for MMO - Post preview image

Quote:

You can still use HLAPI despite its shortcomings

Another Quote:

If you're using one of the engines above (and not your own one), and your game requires Client-Driven Development Flow, you may want to start with a single-player Unity 5, or with a single-player UE4.

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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IDL: Encodings, Mappings, and Backward Compatibility

February 15, 2016 by “No Bugs” Bunny

IDL: Encodings, Mappings, and Backward Compatibility - Post preview image

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Modifying generated code usually qualifies as a Really Bad Idea

Another Quote:

How much can be gained by each of such specialized encodings – still depends on the game, but if you can try-and-test a dozen of different encodings within a few hours – it will usually allow you to learn quite a few things about your traffic (and to optimize things both visually and traffic-wise too).

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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MMOG. Point-to-Point Communications and non-blocking RPCs

February 8, 2016 by “No Bugs” Bunny

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In other words, you can write your code 'as if' all-your-code-within-the-same-FSM executed within the same thread

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As soon as we have these two parts of processing – we can say that our Server-to-Server communication is tolerant to all kinds of transient inter-server disconnects

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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MMOG: World States and Reducing Traffic

February 1, 2016 by “No Bugs” Bunny

MMOG: World States and Reducing Traffic - Post preview image

Quote:

In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)

Another Quote:

Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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