Distributed systems

Wikipedia defines a distributed system as a “software system in which components located on networked computers communicate and coordinate their actions by passing messages.”

In modern world, more and more systems become distributed. Yet, surprisingly few authors write about practical architecture of distributed systems. As our Hare have architected all kinds of distributed systems, from a stock exchange to a billion-messages-a-day game, we’re in a very good position to fill this gap.

Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers

May 25, 2015 by “No Bugs” Bunny

Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers - Post preview image

Quote:

While using framework is fine, forgetting about it is not.

Another Quote:

Even if you're forcing the auto-update every time the game app starts, there still are users who were online at the moment of the update, and those who found a way to bypass game updates

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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Part I: Client Side of 64 Network DO's and DON'Ts for Game Engine Developers

May 18, 2015 by “No Bugs” Bunny

Part I: Client Side of 64 Network DO's and DON'Ts for Game Engine Developers - Post preview image

Abstract:

Network support is not so trivial as it looks. Client side has quite a few things to screw up.

Quote:

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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