(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
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
Read moreAvoiding 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
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
Read moreOn Zero-Side-Effect Interactive Programming, Actors, and FSMs
March 14, 2016 by • “No Bugs” Bunny
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
Read moreUnity 5 vs UE4 vs Photon vs DIY for MMO
February 22, 2016 by • “No Bugs” Bunny
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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