Disclosure: On this site you won’t find specific advice on “how to call function xyz()”. Interpreting C++ ARM and #pragma dwim is also out of scope.

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow, where all such specific questions were answered more than once.

What you will find is opinions, more opinions, and even more opinions on all the aspects of software development - and with a large chunk of them based on real-world experience too.

Your mileage may vary. Batteries not included.


#CPPCON2017. Day 2. Why Local Allocators are a Good Thing(tm) Performance-Wise, and Why I am Very Cautious about C++17 STL parallelized algos

At CPPCON2017 Day 2, two talks were of special interest to me. One was a 2-hour talk about Local Allocators – and another about C++17 STL parallelised algorithms. Local Allocators The talk on Local Allocator by John Lakos was brilliant both in terms of content and in terms of presentation (I wish I’d be able to speak […]

#CPPCON2017. Day 1. Hope to get something-better-than-chevron-hell

At CPPCON2017 day 1, interesting (and IMO good <smile />) things were happening. A Chance to Get Readable Formatting: {fmt} IMO, the most important thing which has happened on Day 1 was a series of discussions about a potential to adding an alternative to overloaded operator << in iostreams <yay! />. Those who know me […]

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 […]

#CPPCON2017 Day 0: IMO best posters

Very short report from day 0 of CPPCON2017. Registration reception was lively (with Gor Nishanov being the star of the show, but lots of the other interesting people were noticed, I even spotted <da-dum /> Bjarne Himself). There were posters, and while some were well, not to my taste (example: IMNSHO, a global deadlock detection […]

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™”

MOGdev: to feature branch or not to feature branch?

Quote: “As a rule of thumb, for gamedev we DO need to have our version control to be easily usable by non-developers.”
Another Quote: “it is the second developer to commit who becomes a rotten egg responsible for resolving conflicts”

OLTP Optimization Cheat Sheets for dbdevs and DBAs

Quote: “Have I already mentioned that you DO need to understand execution plans?”
Another Quote: “DO keep in mind that maintaining indexes has its own cost”