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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”
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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?”
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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™”
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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”
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