1st beta of Vol. I-III

This category consists of posts which form “1st beta” of the Vol.I-III of the upcoming book “Development & Deployment of Multiplayer Online Games”. Please note that “2nd beta” (available on Indiegogo) has 75% of the new content compared to the “1st beta” (in particular, based on the comments here on ithare.com and on /r/programming), so please don’t hit me too hard for the quality of the “1st beta”. ToC of “2nd beta”.

MMOG. RTT, Input Lag, and How to Mitigate Them

January 25, 2016 by “No Bugs” Bunny

MMOG. RTT, Input Lag, and How to Mitigate Them - Post preview image

Quote:

For fast-paced games, there is one big problem with the flow shown on this diagram, and the name of the problem is “latency” (a.k.a. 'input lag')

Another Quote:

No, better bandwidth doesn't necessarily mean better latency

Filed under: Book: D&D of MOGs1st beta of Vol. I-III1st beta of Vol. VII-IXOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork ProgrammingOn.SecurityFraud Prevention

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MMOG Server-Side. Programming Languages

January 18, 2016 by “No Bugs” Bunny

MMOG Server-Side. Programming Languages - Post preview image

Quote:

From the 50'000-feet point of view, 90% of the differences between modern mainstream programming languages (as they're normally used - or better to say, SHOULD be used - at application-level) are minor or superficial.

Another Quote:

On the server side (unlike client-side) protection from bot writers is not an issue (as server-side code is never exposed to players)

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingProgramming Languages

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Asynchronous Processing for Finite State Machines/Actors: from plain event processing to Futures (with OO and Lambda Call Pyramids in between)

January 11, 2016 by “No Bugs” Bunny

Asynchronous Processing for Finite State Machines/Actors: from plain event processing to Futures (with OO and Lambda Call Pyramids in between) - Post preview image

Quote:

With 'callback pyramid' it is not easy to express the concept of 'wait for more than one thing to complete' , which leads to unnecessary sequencing, adding to latencies (which may or may not be a problem for your purposes, but still a thing to keep in mind).

Another Quote:

Don't even think of converting all of your code to a so-called Continuation-Passing-Style

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System Architecture(Re)ActorsOn.ProgrammingProgramming Languages

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MMOG Server-Side. Eternal Linux-vs-Windows Debate

January 4, 2016 by “No Bugs” Bunny

MMOG Server-Side. Eternal Linux-vs-Windows Debate - Post preview image

Quote:

Each server is only as secure as its admin

Another Quote:

For cheaper servers, the difference between Windows and Linux can eat as much as 50% of the server rental price (though for those servers which are more or less optimal price-performance-wise observed difference was closer to 20-30%).

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureRequirement analysisDesign decisions

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