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For most of us, programming (or more generally – software development) is all the life is about.

IT Hares are not different. And they have more than just quite a few bits to share about programming…

All Software Herecies about Programming, page 11:

MMOG: World States and Reducing Traffic

Quote: “In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)”
Another Quote: “Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)”
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MMOG. RTT, Input Lag, and How to Mitigate Them

Quote: “For fast-paced games, there is one big problem with the flow shown on this diagram, and the name of the problem is “latency” (a.k.a. ‘input lag’)”
Another Quote: “No, better bandwidth doesn’t necessarily mean better latency”
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MMOG Server-Side. Programming Languages

Quote: “From the 50’000-feet point of view, 90% of the differences between modern mainstream programming languages (as they’re normally used – or better to say, SHOULD be used – at application-level) are minor or superficial.”
Another Quote: “On the server side (unlike client-side) protection from bot writers is not an issue (as server-side code is never exposed to players)”
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Asynchronous Processing for Finite State Machines/Actors: from plain event processing to Futures (with OO and Lambda Call Pyramids in between)

Quote: “With ‘callback pyramid’ it is not easy to express the concept of ‘wait for more than one thing to complete’ , which leads to unnecessary sequencing, adding to latencies (which may or may not be a problem for your purposes, but still a thing to keep in mind).”
Another Quote: “Don’t even think of converting all of your code to a so-called Continuation-Passing-Style”
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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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