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Assorted Rants Tagged ‘IDL’, page 1:

Marshalling and Encodings

Quote: “Encoded data size is especially important for Client-Server communications, and less important (within reason) for Server-to-Server ones and for locally-stored format.”
Another Quote: “On the other hand, due to being optimized for CPU operation, Flatbuffers are NOT optimized space-wise; even compared to not-so-optimal-space-wise Google Protocol Buffers, Flatbuffers can lose additional 1.5x in size”
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IDL: Encodings, Mappings, and Backward Compatibility

Quote: “Modifying generated code usually qualifies as a Really Bad Idea”
Another Quote: “How much can be gained by each of such specialized encodings – still depends on the game, but if you can try-and-test a dozen of different encodings within a few hours – it will usually allow you to learn quite a few things about your traffic (and to optimize things both visually and traffic-wise too).”
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Part IIa: Protocols and APIs of 64 Network DO’s and DON’Ts for Game Engine Developers

Quote: “While using framework is fine, forgetting about it is not.”
Another Quote: “Even if you’re forcing the auto-update every time the game app starts, there still are users who were online at the moment of the update, and those who found a way to bypass game updates”
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