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 VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

July 13, 2015 by “No Bugs” Bunny

Part VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers - Post preview image

Quote:

Design of secure protocols is a thing which even security professionals have lots of problems with.

Another Quote:

In the security field, if you can disable something unused – you SHOULD do it

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork ProgrammingOn.SecurityBest Practices

Read more

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

July 6, 2015 by “No Bugs” Bunny

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

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

Read more

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

June 29, 2015 by “No Bugs” Bunny

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

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

Read more

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

Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines - Post preview image

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

Read more