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 :-)

Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines

June 8, 2015 by “No Bugs” Bunny

Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines - Post preview image

Abstract:

A Panegyric to Store-Process-and-Forward architecture

Quote:

"With proper logging, in most cases a bug can be found from one single crash/malfunction.

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

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Part IIb: Protocols and APIs (continued) of 64 Network DO’s and DON’Ts for Game Engine Developers

June 1, 2015 by “No Bugs” Bunny

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

Quote:

You shouldn't count on outsmarting all those millions of highly motivated hackers operating in an environment under their own control.

Another Quote:

Burst consisting of several million packets, may start causing observable issues for a mid-size ISP.

Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming

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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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