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Your mileage may vary. Batteries not included

Assorted Rants Tagged ‘multiplayer’, page 6/11 :

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.”

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 :-(“

Book “Development and Deployment of Multiplayer Online Games” is on Kickstarter!

For better or worse, but my upcoming book “Development and Deployment of Multiplayer Online Games (from social games to MMOFPS, with stock exchanges in between)” is on Kickstarter now… “Beta” of the book (available on this very site) has been praised by quite a few senior developers from the industry (from Amaya to Zynga, with quite a few other guys in between). So, if you like the writing of ‘No Bugs’ – MAKE SURE TO BACK THE PROJECT! (and you’ll get the book too)

Avoiding ugly afterthoughts. Part b. Coding for Security, Coding for i18n, Testing as a Part of Development

Quote:
“Doing sanitization at IDL level automates quite a bit of tedious-and-error-prone work, which is always a Good Thing™”
Another Quote:
“Hey, this whole thing can be made MUCH simpler, the only thing we need to acknowledge is that the best identifier for a string is the string itself!”

Avoiding Ugly Afterthoughts. Part a. From Writing for Cross-Platform, to Writing for Debugging and Production Post-Mortem, with Error Handling in between

Quote:
“It is strongly recommended to have your build server to compile your game for at least two sufficiently-different platforms from the very beginning”
Another Quote:
“If allocation of 50 bytes causes an “out of memory” error, we’re probably already long dead because of unacceptable swapping. And even if we disabled swap file – chances that we will recover from this condition, are infinitesimally small”

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.”

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).”