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”.

Client-Side. Programming Languages for Games, including Resilience to Reverse Engineering and Portability

November 30, 2015 by “No Bugs” Bunny

Client-Side. Programming Languages for Games, including Resilience to Reverse Engineering and Portability - Post preview image

Quote:

from all the popular compiled languages, C++ tends to produce the binary code which is the most difficult-to-reverse-engineer (that is, provided that you have turned all the optimizations on, disabled debug info, and are not using DLLs)

Another Quote:

Bot fighting is always a two-way battle with bot writers inventing a way around the MMO defences, and then MMO developers striking back with a new defence against the most recent attack; rinse and repeat.

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingProgramming Languages

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Client-Side. Graphics from "D&D of MMOG" upcoming book

November 23, 2015 by “No Bugs” Bunny

Client-Side. Graphics from "D&D of MMOG" upcoming book - Post preview image

Quote:

Making 3D work is not easy to start with, but making it look good is a major challenge.

Another Quote:

In such cases of dual visual interfaces, it is paramount to have Logic-to-Graphics layer as described above

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.ProgrammingTips and Tricks

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DIY vs Re-Use: In Search of Balance from upcoming book "Design&Development of MMOG"

November 16, 2015 by “No Bugs” Bunny

DIY vs Re-Use: In Search of Balance from upcoming book "Design&Development of MMOG" - Post preview image

Quote:

The biggest problem with building your game around 3rd-party game engine is that in this case, the game engine becomes your Absolute Dependency

Another Quote:

In future chapters we will keep in mind three specific game/network engines, and will discuss their pros and cons with relation to the issues we are raising. These engines are Unity 5, Unreal Engine 4, and Photon Server

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.DevelopmentDevelopment Philosophy

Tagged With: multiplayer
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On Cheating, P2P, and (non-)Authoritative Servers from "D&D of MMOG" book

November 9, 2015 by “No Bugs” Bunny

On Cheating, P2P, and (non-)Authoritative Servers from "D&D of MMOG" book - Post preview image

Abstract:

Any successful MMOG faces cheaters, and currently authoritative servers is the only way which enables fighting them.

Quote:

Two things are infinite: the universe and human stupidity; and I’m not sure about the universe. — Albert Einstein

Filed under: Book: D&D of MOGs1st beta of Vol. I-III1st beta of Vol. VII-IXOn.SecurityFraud Prevention

Tagged With: Servermultiplayer
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