“No Bugs” Bunny
Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines
June 22, 2015 by • “No Bugs” Bunny
Quote:
Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.
Another Quote:
Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO's and DONT's for Game Engines
June 15, 2015 by • “No Bugs” Bunny
Quote:
If your game is the only one working when all the competition is down, it improves user perception about your app a lot.
Another Quote:
Most importantly, however, this approach allows to keep your players happy – and this is one thing which really matters
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines
June 8, 2015 by • “No Bugs” Bunny
Abstract:
A Panegyric to Store-Process-and-Forward architecture
Quote:
"With proper logging, in most cases a bug can be found from one single crash/malfunction.
Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming
Read morePart IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers
June 1, 2015 by • “No Bugs” Bunny
Quote:
You shouldn't count on outsmarting all those millions of highly motivated hackers operating in an environment under their own control.
Another Quote:
Burst consisting of several million packets, may start causing observable issues for a mid-size ISP.
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
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