<1/4>

“No Bugs” Bunny

unnamed.png

“No Bugs” Bunny
Sarcastic Architect

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

BB_userpic_0012.png

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.

Pre-Coding Checklist: Things Everybody Hates, but Everybody Needs Them Too. From Source Control to Coding Guidelines

February 29, 2016 by “No Bugs” Bunny

Developer's toolbox

Quote:

The basic idea behind Continuous Integration is simple: as soon as you commit something, a build is automatically run with all the tests you were able to invent by that time

Another Quote:

One thing which should be noted about agile criticisms, is that there is no real disagreement about what needs to be done; the sentiment in such criticisms is usually more along the lines of “we’re doing it anyway, so do we need fancy names and external consultants?

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.DevelopmentDevelopment Processes

Tagged With: Agile
Read more

Unity 5 vs UE4 vs Photon vs DIY for MMO

February 22, 2016 by “No Bugs” Bunny

Three-way shootout: Unity vs UE vs Photon

Quote:

You can still use HLAPI despite its shortcomings

Another Quote:

If you're using one of the engines above (and not your own one), and your game requires Client-Driven Development Flow, you may want to start with a single-player Unity 5, or with a single-player UE4.

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

Read more

IDL: Encodings, Mappings, and Backward Compatibility

February 15, 2016 by “No Bugs” Bunny

signing IDL contract

Quote:

Modifying generated code usually qualifies as a Really Bad Idea

Another Quote:

How much can be gained by each of such specialized encodings – still depends on the game, but if you can try-and-test a dozen of different encodings within a few hours – it will usually allow you to learn quite a few things about your traffic (and to optimize things both visually and traffic-wise too).

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

Read more

MMOG. Point-to-Point Communications and non-blocking RPCs

February 8, 2016 by “No Bugs” Bunny

IP juggling between Client and Server

Quote:

In other words, you can write your code 'as if' all-your-code-within-the-same-FSM executed within the same thread

Another Quote:

As soon as we have these two parts of processing – we can say that our Server-to-Server communication is tolerant to all kinds of transient inter-server disconnects

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

Read more