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 :-)
MMOG: World States and Reducing Traffic
February 1, 2016 by • “No Bugs” Bunny
Quote:
In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)
Another Quote:
Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)
Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read moreMMOG. RTT, Input Lag, and How to Mitigate Them
January 25, 2016 by • “No Bugs” Bunny
Quote:
For fast-paced games, there is one big problem with the flow shown on this diagram, and the name of the problem is “latency” (a.k.a. 'input lag')
Another Quote:
No, better bandwidth doesn't necessarily mean better latency
Filed under: Book: D&D of MOGs1st beta of Vol. I-III1st beta of Vol. VII-IXOn.System ArchitectureDistributed systemsOn.ProgrammingNetwork ProgrammingOn.SecurityFraud Prevention
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