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Assorted Rants Tagged ‘Protocol’, 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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UDP for games – security (encryption and DDoS protection)

Quote: “Yes, you DO need to encrypt your UDP traffic. And no, using UDP is NOT a valid excuse to skip encryption”
Another Quote: “Personally, I prefer to think of it as of insurance – when I’m paying my premiums in hope that my money will go to waste.”
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UDP from MOG Perspective

Quote: “you may think of UDP as of an analog of good old C: you can do pretty much everything, but it is not because the language helps you – it is rather because it doesn’t stand in the way :-)”
Another Quote: “As most of the routers (including pretty much every backbone router out there) are not configured to support multicast, it makes multicast over the public Internet hopeless :-(“
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Unity 5 vs UE4 vs Photon vs DIY for MMO

Quote: “You can still use HLAPI despite its shortcomings”
Another Quote: “If you’re using one of the engines above (and not your own one), and your game requires Client-Driven Development Flow, you may want to start with a single-player Unity 5, or with a single-player UE4.”
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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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MMOG. Point-to-Point Communications and non-blocking RPCs

Quote: “In other words, you can write your code ‘as if’ all-your-code-within-the-same-FSM executed within the same thread”
Another Quote: “As soon as we have these two parts of processing – we can say that our Server-to-Server communication is tolerant to all kinds of transient inter-server disconnects”
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