Network Programming
Network programming is one field which everybody uses but very few people really know in depth. Our IT Hare did write a software which processes billions of network packets per day; moreover, they’ve done it in a very robust and efficient manner. And last but not least, they’re ready to share their experience :-)
Once Again on TCP vs UDP
March 21, 2016 by • “No Bugs” Bunny
Abstract:
The choice of TCP over UDP (or vice versa) might not always be obvious. In a sense, replacing TCP with UDP is trading off reliability for interactivity.
Quote:
The most critical factor in selection of TCP over UDP or vice versa is usually related to acceptable delays
Filed under: On.ProgrammingNetwork Programming
Read moreUnity 5 vs UE4 vs Photon vs DIY for MMO
February 22, 2016 by • “No Bugs” Bunny
Quote:
You can still use HLAPI despite its shortcomings
Another Quote:
If you're using one of the engines above (and not your own one), and your game requires Client-Driven Development Flow, you may want to start with a single-player Unity 5, or with a single-player UE4.
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming
Read moreIDL: Encodings, Mappings, and Backward Compatibility
February 15, 2016 by • “No Bugs” Bunny
Quote:
Modifying generated code usually qualifies as a Really Bad Idea
Another Quote:
How much can be gained by each of such specialized encodings – still depends on the game, but if you can try-and-test a dozen of different encodings within a few hours – it will usually allow you to learn quite a few things about your traffic (and to optimize things both visually and traffic-wise too).
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read moreMMOG. Point-to-Point Communications and non-blocking RPCs
February 8, 2016 by • “No Bugs” Bunny
Quote:
In other words, you can write your code 'as if' all-your-code-within-the-same-FSM executed within the same thread
Another Quote:
As soon as we have these two parts of processing – we can say that our Server-to-Server communication is tolerant to all kinds of transient inter-server disconnects
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
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