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.
NoSQL vs SQL for MOGs
October 24, 2016 by • “No Bugs” Bunny
Quote:
in real world, after deployment, most of the changes in DB structure are about widening columns and adding the new ones
Another Quote:
For documents and BLOBs, NoSQL is a natural habitat
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System ArchitectureDesign decisions
Read moreDistributed Databases 101: CAP, BASE, and Replication
October 17, 2016 by • “No Bugs” Bunny
Quote:
The worst case of inconsistency happens when row X in database A is modified (by a Client connected to datacenter A), and the same row X in database B is independently modified too (by a Client connected to datacenter B).
Another Quote:
One way to avoid reports affecting operational DB, is via creating a read-only replica of our main operational DB – and running our reports off that replica.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System ArchitectureDesign decisions
Read moreDatabases 101: ACID, MVCC vs Locks, Transaction Isolation Levels, and Concurrency
October 11, 2016 by • “No Bugs” Bunny
Quote:
for larger-scale MOGs, functionality-wise it is common to have 4 different types of databases: transactional processing (OLTP) DBs, real-time reporting DBs, archive DBs, and analytical DBs (OLAP)
Another Quote:
both MVCC-based and Lock-based DBMS issue locks (and therefore, both can cause all kinds of trouble such as deadlocks etc.); however, the difference lies with the number of locks issued by them.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System ArchitectureDesign decisions
Read moreGame Graphics 101: Rendering Pipeline & Shaders
October 3, 2016 by • “No Bugs” Bunny
Quote:
each of the stages of the rendering pipeline is operating on a large set of items (vertices or fragments/pixels)
Another Quote:
These days, even if the program uses fixed-pipeline, that fixed-pipeline is simulated over shaders anyway ?
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
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