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.
Book “Development and Deployment of Multiplayer Online Games” is on Kickstarter!
April 10, 2016 by • “No Bugs” Bunny
For better or worse, but my upcoming book “Development and Deployment of Multiplayer Online Games (from social games to MMOFPS, with stock exchanges in between)” is on Kickstarter now… “Beta” of the book (available on this very site) has been praised by quite a few senior developers from the industry (from Amaya to Zynga, with quite
Filed under: OtherAnnouncements
Avoiding ugly afterthoughts. Part b. Coding for Security, Coding for i18n, Testing as a Part of Development
April 4, 2016 by • “No Bugs” Bunny
Quote:
Doing sanitization at IDL level automates quite a bit of tedious-and-error-prone work, which is always a Good Thing™
Another Quote:
Hey, this whole thing can be made MUCH simpler, the only thing we need to acknowledge is that the best identifier for a string is the string itself!
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingDebuggingOn.SecurityBest Practices
Read moreFacelift for ‘No Bugs’
March 31, 2016 by • “No Bugs” Bunny
Quote:
“To avoid ‘No Bugs’ becoming a “display of blatant cuteness” and to avoid this “salesman-like” appearance (which has never been the idea behind ‘No Bugs’) – we decided to give ‘No Bugs’ a facelift.”
Filed under: OtherAnnouncements
Read moreAvoiding Ugly Afterthoughts. Part a. From Writing for Cross-Platform, to Writing for Debugging and Production Post-Mortem, with Error Handling in between
March 28, 2016 by • “No Bugs” Bunny
Quote:
It is strongly recommended to have your build server to compile your game for at least two sufficiently-different platforms from the very beginning
Another Quote:
If allocation of 50 bytes causes an “out of memory” error, we’re probably already long dead because of unacceptable swapping. And even if we disabled swap file – chances that we will recover from this condition, are infinitesimally small
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingDebugging
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