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.

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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Client-Side. Graphics from "D&D of MMOG" upcoming book

November 23, 2015 by “No Bugs” Bunny

BB_part066_BookChapter005a_v4.png

Quote:

Making 3D work is not easy to start with, but making it look good is a major challenge.

Another Quote:

In such cases of dual visual interfaces, it is paramount to have Logic-to-Graphics layer as described above

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingTips and Tricks

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Due to Popular Demand: PDFs of Beta Chapters from “Development & Deployment of Multiplayer Online Games”

November 19, 2015 by “No Bugs” Bunny

bbbook_allcovers_-beta-1500.png

Beta chapters of my upcoming book Development & Deployment of Multiplayer Online Games seem to gain in popularity. I’ve even got more than one request to make a PDF out of them, so they can be read offline in a e-book reader such as Kindle. Ok, here they go: PDFs of beta chapters from the […]

Filed under: OtherAnnouncements

Tagged With: multiplayer
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DIY vs Re-Use: In Search of Balance from upcoming book "Design&Development of MMOG"

November 16, 2015 by “No Bugs” Bunny

DIY vs Re-Use

Quote:

The biggest problem with building your game around 3rd-party game engine is that in this case, the game engine becomes your Absolute Dependency

Another Quote:

In future chapters we will keep in mind three specific game/network engines, and will discuss their pros and cons with relation to the issues we are raising. These engines are Unity 5, Unreal Engine 4, and Photon Server

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

Tagged With: multiplayer
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