1st beta of Vol. I-III

This category consists of posts which form “1st beta” of the Vol.I-III of the upcoming book “Development & Deployment of Multiplayer Online Games”. Please note that “2nd beta” (available on Indiegogo) has 75% of the new content compared to the “1st beta” (in particular, based on the comments here on ithare.com and on /r/programming), so please don’t hit me too hard for the quality of the “1st beta”. ToC of “2nd beta”.

Server-Side Architecture. Front-End Servers and Client-Side Random Load Balancing

December 28, 2015 by “No Bugs” Bunny

Server-Side Architecture. Front-End Servers and Client-Side Random Load Balancing - Post preview image

Quote:

[about Round-Robin DNS] one of these returned IPs can get cached by a Big Fat DNS server, and then get distributed to many thousands of clients

Another Quote:

As a rule of thumb, Front-End Servers are a Good Thing™

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)Actors

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Server-Side MMO Architecture. Naïve, Web-Based, and Classical Deployment Architectures

December 21, 2015 by “No Bugs” Bunny

Server-Side MMO Architecture. Naïve, Web-Based, and Classical Deployment Architectures - Post preview image

Quote:

If you disrupt the game-event-currently-in-progress for more than 0.5-2 minutes, for almost-any synchronous multi-player game you won't be able to get the same players back, and will need to rollback the game event anyway.

Another Quote:

However, keep in mind, that all fall-tolerant solutions are complicated, costly, and for the games realm I generally consider them as an over-engineering (even by my standards).

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)Actors

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Client-Side. Client Architecture Diagram, Threads, and Game Loop

December 14, 2015 by “No Bugs” Bunny

Client-Side. Client Architecture Diagram, Threads, and Game Loop - Post preview image

Quote:

To have a good concurrency model, it is not strictly necessary to program in Erlang

Another Quote:

Most of developers agree that FSM-based programming is beneficial in the medium- to long-run.

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDesign decisions(Re)Actors

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Client-Side. On Debugging Distributed Systems, Deterministic Logic, and Finite State Machines

December 7, 2015 by “No Bugs” Bunny

Client-Side. On Debugging Distributed Systems, Deterministic Logic, and Finite State Machines - Post preview image

Quote:

After your logic has failed in production, you can “replay” this inputs-log on your functionally identical in-house system, and the bug will be reproduced at the very same point where it has originally happened.

Another Quote:

You can implement your Finite State Machine as a deterministic variation of a usual event-driven program

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingDebugging

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