(Re)Actors

TBH, I am a big fan of actor- and reactor-like programming patterns (also known as Finite State Machines. While you’re not strictly required to use reactors and might be able to get away without them – they DO provide several very substantial benefits.

Implementing Queues for Event-Driven Programs

June 13, 2016 by “No Bugs” Bunny

Multiple Writers Single Reader Queue

Quote:

full queues SHOULD NOT happen during normal operation

Another Quote:

With queues-implemented-over-mutexes like the ones we’ve written above, the most annoying thing performance-wise is that there is a chance that the OS’s scheduler can force the preemptive context switch right when the thread-being-preempted-is-owning-our-mutex.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingTips and Tricks

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Avoiding Ugly Afterthoughts. Part a. From Writing for Cross-Platform, to Writing for Debugging and Production Post-Mortem, with Error Handling in between

March 28, 2016 by “No Bugs” Bunny

An Ugly Afterthought

Quote:

It is strongly recommended to have your build server to compile your game for at least two sufficiently-different platforms from the very beginning

Another Quote:

If allocation of 50 bytes causes an “out of memory” error, we’re probably already long dead because of unacceptable swapping. And even if we disabled swap file – chances that we will recover from this condition, are infinitesimally small

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.System Architecture(Re)ActorsOn.ProgrammingDebugging

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On Zero-Side-Effect Interactive Programming, Actors, and FSMs

March 14, 2016 by “No Bugs” Bunny

Functional Programming in Industry

Abstract:

“WHY are functional programming languages not popular for interactive programming purposes?" and "WHAT we can do about it?"

Quote:

IMNSHO, deterministic Actors are the very best thing in existence for interactive programming, with lots of very practical benefits (from production post-mortem, to protection of in-memory state against server faults).

Filed under: On.System Architecture(Re)Actors

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Unity 5 vs UE4 vs Photon vs DIY for MMO

February 22, 2016 by “No Bugs” Bunny

Three-way shootout: Unity vs UE vs Photon

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

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