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Development & Deployment of Multiplayer Online Games, page 1:

OLTP DB Optimizations 102 – Group Commits

Quote: “if we can commit several transactions at the same time – RDBMS needs to fsync() our DB logs to physical disks only once”
Another Quote: “if going our preferred way of single-writing-DB connection – make sure NOT to use RDBMS-level Group Com”

OLTP DB Optimizations 102 –100% Coherent App-Level Cache for Single-writing-DB-connection

Quote: “with our app-level cache, we’re guaranteed to get exactly the same results as if we’d be querying the underlying database.”
Another Quote: “why settle for invalidation when we can modify cache accordingly, saving on the extra DB request when we’re dealing with the same USER again?”

Outline for Chapter on Bot Fighting and Anti Reverse Engineering

As I am speaking on CPPCON2017 on Friday, I didn’t have time to prepare the next chapter of “Development and Deployment of Multiplayer Online Games”. Still, I have a fairly interesting piece of information to share; it is a planned outline for one of the most controversial chapters in the whole 9 volumes, a chapter […]

Choosing Version Control System for MOG development

Quote: “For game development (and unlike most of other software development projects), you’re likely to have binary files which need to be edited (representing so-called “assets”)”
Another Quote: “for open-source games, Git does have a Very Significant Advantage™”

DB Execution Plans for C++/Java Developers, and for anybody who has read Knuth

Quote: “If I was a compiler-with-ability-to-create-indexes-as-I-need-it – what would I do to make The Ideal Execution Plan™ for this request?”
Another Quote: “When we have that ideal-execution-plan – we still need to convince our SQL compiler to use it”