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.
Part VI: TCP of 64 Network DO's and DON'Ts for Multi-Player Game Developers
July 6, 2015 by • “No Bugs” Bunny
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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
Read morePart V: UDP of 64 Network DO's and DON'Ts for Game Engines
June 29, 2015 by • “No Bugs” Bunny
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In general, lag and jitter are not specific to UDP, and manifest themselves for absolutely any Internet connection.
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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
Read morePart IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines
June 22, 2015 by • “No Bugs” Bunny
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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
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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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