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“No Bugs” Bunny

“No Bugs” Bunny
Sarcastic Architect

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Hobbies: Thinking Aloud, Arguing with Managers, Annoying HRs, Calling a Spade a Spade, Keeping Tongue in Cheek

Once upon a time, in a rabbit outsourcing warren of Bunnylore, there was a young software developer bunny. And as a developer, she has had one very unusual treat: she was obsessed with eliminating all the bugs she can get his forelegs on. So, it is not surprising that her friends called her a “No Bugs” Bunny (or simply “NoBugs”).

Later on, she grew up, so she decided that “Bunny” in her name has became inappropriate (not to mention potential arguments with Warner Brothers), so she has asked all her friends to call her “No Bugs” Bunny. She has made a career as a team lead and software architect, and they lived happily ever after.

Databases 101: ACID, MVCC vs Locks, Transaction Isolation Levels, and Concurrency

October 11, 2016 by “No Bugs” Bunny

Databases 101: ACID, MVCC vs Locks, Transaction Isolation Levels, and Concurrency - Post preview image

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

Tagged With: DatabaseServer
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Game Graphics 101: Rendering Pipeline & Shaders

October 3, 2016 by “No Bugs” Bunny

Game Graphics 101: Rendering Pipeline & Shaders - Post preview image

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

Tagged With: 3DClient
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Game Graphics 101: Lights!.. Camera!.. Frustum?

September 26, 2016 by “No Bugs” Bunny

Game Graphics 101: Lights!.. Camera!.. Frustum? - Post preview image

Quote:

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

Tagged With: 3DClient
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Game Graphics 101: Textures, UV Mapping, and Texture Filtering

September 19, 2016 by “No Bugs” Bunny

Game Graphics 101: Textures, UV Mapping, and Texture Filtering - Post preview image

Quote:

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

Tagged With: 3DClient
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