Distributed systems

Wikipedia defines a distributed system as a “software system in which components located on networked computers communicate and coordinate their actions by passing messages.”

In modern world, more and more systems become distributed. Yet, surprisingly few authors write about practical architecture of distributed systems. As our Hare have architected all kinds of distributed systems, from a stock exchange to a billion-messages-a-day game, we’re in a very good position to fill this gap.

Network Programming: Socket Peculiarities, Threads, and Testing

May 9, 2016 by “No Bugs” Bunny

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I am not saying that this architecture is the only viable one, but it does work for TCP for sure (and performs reasonably well too)

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The whole task of optimizing performance beyond, say, 20-50K packets/second per box tends to be Quite Elaborated, and involves quite a few things which are platform- and hardware-dependent.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System ArchitectureDistributed systemsOn.ProgrammingTips and TricksNetwork Programming

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Unity 5 vs UE4 vs Photon vs DIY for MMO

February 22, 2016 by “No Bugs” Bunny

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You can still use HLAPI despite its shortcomings

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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

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Modifying generated code usually qualifies as a Really Bad Idea

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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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