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This category consists of posts which form “1st beta” of the Vol.I-III of the upcoming book “Development & Deployment of Multiplayer Online Games”. Please note that “2nd beta” (available on Indiegogo) has 75% of the new content compared to the “1st beta” (in particular, based on the comments here on ithare.com and on /r/programming), so please don’t hit me too hard for the quality of the “1st beta”. ToC of “2nd beta”.

D&D of MOGs: Vol I-III (1st beta), page 3:

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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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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On Cheating, P2P, and [non-]Authoritative Servers from “D&D of MMOG” book

Abstract: “Any successful MMOG faces cheaters, and currently authoritative servers is the only way which enables fighting them.”
Quote: “Two things are infinite: the universe and human stupidity; and I’m not sure about the universe. — Albert Einstein”
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