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“No Bugs” Bunny

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“No Bugs” Bunny
Sarcastic Architect

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

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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.

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

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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

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MMOG: World States and Reducing Traffic

February 1, 2016 by “No Bugs” Bunny

Data Compression

Quote:

In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)

Another Quote:

Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)

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

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

January 25, 2016 by “No Bugs” Bunny

The game of Client-Server

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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