Programming Languages

The choice of programming language for your Next Big Project can be difficult. Even worse, it can seem easy… when it is not. On the one hand, strictly speaking, you can write any program in any of Turing-complete languages. On the other hand, that doesn’t mean it will be easy. In fact, writing a program in a poorly suitable programming language could be extremely difficult.

C++ Guidelines - Made-to-Measure vs One-Size-Fits-All

June 6, 2016 by “No Bugs” Bunny

One-Size-Fits-All vs Made-to-Measure

Abstract:

After bashing all those Big Name guys for making those over-arching sets of guidelines, it is perfectly logical for me myself to do the same?

Quote:

DON’T use C-style cast, EVER. If you DO need a cast – DO spend time on figuring out which of C++ *_cast<>s you really mean (and maybe, you’ll find a way to avoid that cast at all)

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingProgramming LanguagesOn.DevelopmentDevelopment Processes

Tagged With: C/C++
Read more

C++ Performance: Common Wisdoms and Common “Wisdoms”

May 30, 2016 by “No Bugs” Bunny

Premature Optimisation - KISS - Premature Pessimization

Quote:

over(ab)using C++ features is a different story, we’ll discuss these features below on case-by-case basis

Another Quote:

Compiler will use all its Next-to-Divine Wisdom to show you that it is smarter than you are, and to ignore most of those inline specifications you carefully wrote.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and TricksProgramming LanguagesOptimizations

Read more

C++ for Games: Performance. Allocations and Data Locality

May 23, 2016 by “No Bugs” Bunny

C++ performance

Abstract:

Allocations and related lack of spatial locality can be DAMN EXPENSIVE

Quote:

During the times of Ancient Gamers (also known as times of Atari, ZX Spectrum, and Commodore64), CPUs were running at clock speed of a single-MHz (and one operation usually took several clocks). At the same time, memory run at about the speed comparable to that of CPUs.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and TricksProgramming LanguagesOptimizations

Read more

MMOG Server-Side. Programming Languages

January 18, 2016 by “No Bugs” Bunny

C++ sitting on two chairs

Quote:

From the 50'000-feet point of view, 90% of the differences between modern mainstream programming languages (as they're normally used - or better to say, SHOULD be used - at application-level) are minor or superficial.

Another Quote:

On the server side (unlike client-side) protection from bot writers is not an issue (as server-side code is never exposed to players)

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

Read more