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.
Databases 101: ACID, MVCC vs Locks, Transaction Isolation Levels, and Concurrency
October 11, 2016 by • “No Bugs” Bunny
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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
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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
Read moreGame Graphics 101: Lights!.. Camera!.. Frustum?
September 26, 2016 by • “No Bugs” Bunny
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In games, more often than not, we’ll be dealing with so-called Phong reflection model.
Another Quote:
with orthographic projection, the lines which project points from our 3D world onto our 2D screen, are no longer converging to one single point; instead, they go parallel to each other.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreGame Graphics 101: Textures, UV Mapping, and Texture Filtering
September 19, 2016 by • “No Bugs” Bunny
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Size-wise, textures are HUGE. Actually, in a typical 3D game, 90%+ of the space on disk (and of GPU bandwidth/RAM) are used by textures.
Another Quote:
3D anti-aliasing algorithms can be divided into two large groups: 'proper' anti-aliasing (the one which tries to avoid anti-aliasing in the first place), and 'post-processing' anti-aliasing (the one which creates an aliased image – and then post-processes it to make it look better).
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
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