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.
Password Hashing: Why and How
March 7, 2016 by • “No Bugs” Bunny
Abstract:
Password hashing is a Big Headache, and doing it right is complicated
Quote:
Note that none of the C++11 random number engines (LCG, Mersenne-Twister, or Lagged Fibonacci) can be considered good enough for cryptographic purposes – in short, they’re way too predictable and can be broken by a determined attacker, given enough output has leaked.
Filed under: On.SecurityBest Practices
Read morePre-Coding Checklist: Things Everybody Hates, but Everybody Needs Them Too. From Source Control to Coding Guidelines
February 29, 2016 by • “No Bugs” Bunny
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
Unity 5 vs UE4 vs Photon vs DIY for MMO
February 22, 2016 by • “No Bugs” Bunny
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 moreIDL: Encodings, Mappings, and Backward Compatibility
February 15, 2016 by • “No Bugs” Bunny
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
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