If you're in trouble and cannot find an answer to a question which goes beyond Stack Overflow...
If you have a not-so-usual solution for your problems but need to justify it to your boss...
If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...
...then 'No Bugs' Hare on Soft.ware might be the right place for you.
Your mileage may vary. Batteries not included
 
“No Bugs” Hare
Author:“No Bugs” Hare  Follow: TwitterFacebook
Species:H.A.R.E. (as "Honest And Restless Engineer")
Job Title:Sarcastic Architect
Hobbies:Thinking Aloud, Arguing with Managers, Annoying HRs,
Calling a Spade a Spade, Keeping Tongue in Cheek
 
'No Bugs' Bunny

Once upon a time, in a rabbit outsourcing warren of Bunnylore, there was a young software developer bunny. And as a developer, he has had one very unusual treat: he was obsessed with eliminating all the bugs he can get his forelegs on. So, it is not surprising that his friends called him a “No Bugs” Bunny (or simply “NoBugs”).

Later on, he grew up, so he decided that “Bunny” in his name has became inappropriate (not to mention potential arguments with Warner Brothers), so he has asked all his friends to call him “No Bugs” Hare. He has made a career as a team lead and software architect, and they lived happily ever after.

“No Bugs” Hare Opera Omnia, Vol.23:

Server-Side MMO Architecture. Naïve, Web-Based, and Classical Deployment Architectures

Quote: “If you disrupt the game-event-currently-in-progress for more than 0.5-2 minutes, for almost-any synchronous multi-player game you won’t be able to get the same players back, and will need to rollback the game event anyway.”
Another Quote: “However, keep in mind, that all fall-tolerant solutions are complicated, costly, and for the games realm I generally consider them as an over-engineering (even by my standards).”
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Client-Side. Client Architecture Diagram, Threads, and Game Loop

Quote: “To have a good concurrency model, it is not strictly necessary to program in Erlang”
Another Quote: “Most of developers agree that FSM-based programming is beneficial in the medium- to long-run.”
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Client-Side. On Debugging Distributed Systems, Deterministic Logic, and Finite State Machines

Quote: “After your logic has failed in production, you can “replay” this inputs-log on your functionally identical in-house system, and the bug will be reproduced at the very same point where it has originally happened.”
Another Quote: “You can implement your Finite State Machine as a deterministic variation of a usual event-driven program”
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Client-Side. Programming Languages for Games, including Resilience to Reverse Engineering and Portability

Quote: “from all the popular compiled languages, C++ tends to produce the binary code which is the most difficult-to-reverse-engineer (that is, provided that you have turned all the optimizations on, disabled debug info, and are not using DLLs)”
Another Quote: “Bot fighting is always a two-way battle with bot writers inventing a way around the MMO defences, and then MMO developers striking back with a new defence against the most recent attack; rinse and repeat.”
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Client-Side. Graphics from “D&D of MMOG” upcoming book

Quote: “Making 3D work is not easy to start with, but making it look good is a major challenge.”
Another Quote: “In such cases of dual visual interfaces, it is paramount to have Logic-to-Graphics layer as described above”
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Due to Popular Demand: PDFs of Beta Chapters from “Development & Deployment of Multiplayer Online Games”

Beta chapters of my upcoming book Development & Deployment of Multiplayer Online Games seem to gain in popularity. I’ve even got more than one request to make a PDF out of them, so they can be read offline in a e-book reader such as Kindle. Ok, here they go: PDFs of beta chapters from the […]

DIY vs Re-Use: In Search of Balance from upcoming book “Design&Development of MMOG”

Quote: “The biggest problem with building your game around 3rd-party game engine is that in this case, the game engine becomes your Absolute Dependency”
Another Quote: “In future chapters we will keep in mind three specific game/network engines, and will discuss their pros and cons with relation to the issues we are raising. These engines are Unity 5, Unreal Engine 4, and Photon Server”
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