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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.

Part VI: TCP of 64 Network DO's and DON'Ts for Multi-Player Game Developers

July 6, 2015 by “No Bugs” Bunny

TCP handshake performed by rabbits: SYN - SYN+ACK - ACK

Quote:

In addition, if TCP_NODELAY is set, it MIGHT help to mitigate consequences of exponential backoff algorithm in case of lost packets.

Another Quote:

All of us are seeing 'hung' HTTP connections on a regular basis – that is, when we've clicked a link, and the page loading is stuck forever.

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part V: UDP of 64 Network DO's and DON'Ts for Game Engines

June 29, 2015 by “No Bugs” Bunny

UDP: no warranties of any kind

Quote:

In general, lag and jitter are not specific to UDP, and manifest themselves for absolutely any Internet connection.

Another Quote:

If you need a globally-reachable server with single-digit-ms lag for all the players, it is simply not possible

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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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

Tug of War: TCP vs UDP

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

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Part 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

Menu: Java.Thread with a Side of synchronize, C++ boost:: Mignon, 3NF à la Codd, Ruby Thermidor

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

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