“No Bugs” Bunny
Infographics: Operation Costs in CPU Clock Cycles
September 12, 2016 by • “No Bugs” Bunny
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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
Read moreMOG Graphics 101: 3D Maths Basics, Meshes, Client- and Server-Side Polygon Counts
September 6, 2016 by • “No Bugs” Bunny
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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
Read moreGame Graphics 101: Rendering 2D on GPU. Shaders
August 29, 2016 by • “No Bugs” Bunny
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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
Read moreDeterministic Components for Distributed Systems
August 22, 2016 by • “No Bugs” Bunny
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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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