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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.

Server-Side MMO Architecture. Naïve, Web-Based, and Classical Deployment Architectures

December 21, 2015 by “No Bugs” Bunny

Building from servers

Quote:

If you disrupt the game-event-currently-in-progress for more than 0.5-2 minutes, for almost-any synchronous multi-player game you won't be able to get the same players back, and will need to rollback the game event anyway.

Another Quote:

However, keep in mind, that all fall-tolerant solutions are complicated, costly, and for the games realm I generally consider them as an over-engineering (even by my standards).

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

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Client-Side. Client Architecture Diagram, Threads, and Game Loop

December 14, 2015 by “No Bugs” Bunny

Queues and Finite State Machines (QnFSM) architecture diagram

Quote:

To have a good concurrency model, it is not strictly necessary to program in Erlang

Another Quote:

Most of developers agree that FSM-based programming is beneficial in the medium- to long-run.

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDesign decisions(Re)Actors

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Client-Side. On Debugging Distributed Systems, Deterministic Logic, and Finite State Machines

December 7, 2015 by “No Bugs” Bunny

Finite State Machine, Hare Style

Quote:

After your logic has failed in production, you can “replay” this inputs-log on your functionally identical in-house system, and the bug will be reproduced at the very same point where it has originally happened.

Another Quote:

You can implement your Finite State Machine as a deterministic variation of a usual event-driven program

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

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Client-Side. Programming Languages for Games, including Resilience to Reverse Engineering and Portability

November 30, 2015 by “No Bugs” Bunny

Arguing about programming languages

Quote:

from all the popular compiled languages, C++ tends to produce the binary code which is the most difficult-to-reverse-engineer (that is, provided that you have turned all the optimizations on, disabled debug info, and are not using DLLs)

Another Quote:

Bot fighting is always a two-way battle with bot writers inventing a way around the MMO defences, and then MMO developers striking back with a new defence against the most recent attack; rinse and repeat.

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

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