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.

Infographics: Operation Costs in CPU Clock Cycles

September 12, 2016 by “No Bugs” Bunny

Operation costs in CPU clock cycles on x86/x64 Platform

Quote:

Back in 80s, it was possible to calculate the speed of the program just by looking at assembly.

Another Quote:

keep in mind that these days compilers tend to ignore inline specifications more often than not

Filed under: On.ProgrammingOptimizations

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MOG Graphics 101: 3D Maths Basics, Meshes, Client- and Server-Side Polygon Counts

September 6, 2016 by “No Bugs” Bunny

Client-Side vs Server-Side Meshes

Quote:

for the purposes of the MOG network communications, I usually suggest using Euler angles to represent rotations/orientations

Another Quote:

One thing which persistently haunts 3D developers, is polygon count.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

Tagged With: 3DClientServer
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Game Graphics 101: Rendering 2D on GPU. Shaders

August 29, 2016 by “No Bugs” Bunny

rendering 2D using 3D engine

Quote:

Using 3D engine can improve your 2D picture dramatically.

Another Quote:

Strictly speaking, “shader” is a program which is executed for each “vertex” or each “pixel”

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

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Deterministic Components for Distributed Systems

August 22, 2016 by “No Bugs” Bunny

Schrödinger's Cat

Quote:

Then you can recover from any single server failure in a perfectly transparent manner

Another Quote:

after the program fails in production, we can get the input log and run it in the comfort of a developer’s machine, under a debugger, as many times as we want, and get exactly the same variables at exactly the same points as happened in production

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingDebugging

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