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Development & Deployment of Multiplayer Online Games, page 15:

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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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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MOG GDD (a.k.a. Business Requirements)

Quote: “You don’t “make” a violin. It is barrels and benches which are “made”. And violins, just like bread, grapes, and children – are born and raised.”
Another Quote: “The very first step should be to understand what exactly you’re going to achieve.”
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Contents of “Development and Deployment of Multiplayer Online Games: from social games to MMOFPS, with stock exchanges in between”

Abstract: There are lots of things to think about when developing a massively multiplayer game
Quote: “Good Development & Deployment cannot make your game, but bad ones can easily kill it”
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