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“No Bugs” Bunny

“No Bugs” Bunny
Sarcastic Architect

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Hobbies: Thinking Aloud, Arguing with Managers, Annoying HRs, Calling a Spade a Spade, Keeping Tongue in Cheek

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 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

Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines - Post preview image

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

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Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers

June 1, 2015 by “No Bugs” Bunny

Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers - Post preview image

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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Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers

May 25, 2015 by “No Bugs” Bunny

Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers - Post preview image

Quote:

While using framework is fine, forgetting about it is not.

Another Quote:

Even if you're forcing the auto-update every time the game app starts, there still are users who were online at the moment of the update, and those who found a way to bypass game updates

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part I: Client Side of 64 Network DO's and DON'Ts for Game Engine Developers

May 18, 2015 by “No Bugs” Bunny

Part I: Client Side of 64 Network DO's and DON'Ts for Game Engine Developers - Post preview image

Abstract:

Network support is not so trivial as it looks. Client side has quite a few things to screw up.

Quote:

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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