Development and Deployment of Massively Multiplayer Games

Mitigating MMO input lag

Programming languages for MMOG server-side?

Linux-vs-Windows for MMOG servers

Over-Generic Use of Abstractions as a Major Cause of Wasting Resources

Naïve and Classical Deployment Architectures

MMOG Server-side architecture. Front-end servers and client-side random balancing

Modular architecture and state machines

DIY vs. Re-Use

MMOG: Cheating, P2P, and [non]-authoritative servers

Beta-testing a book? Book title: "Development and deployment of massively multiplayer games"

JoFS, a faithful EEPROM emulation and an ACID transactional storage over Flash

Journaled Flash storage – Emulating EEPROM over Flash, ACID Transactions and more (Part 2)

Modified Harvard architecture: Clarifying confusion

Client-plus-server password hashing as a potential way to improve security against brute force attacks without overloading the server

2D scaling basics for games and web

64 Network DO's and DONT's for Multi-Player Game Developers. Part VIIb. Security (concluded)

64 Network DO’s and DON’Ts for Multi-Player Game Developers. Part VIIa: Security (TLS/SSL)

UDP for games

64 Network DO's and DON'Ts for Multi-Player Game Developers. Part VI: TCP - IT Hare on Soft.ware

network tips for games, part 3b (deployment, optimizations, and testing)

TCP v UDP for games

Network programming hints 4 games, part 2b (protocols and APIs)

64 Network DO's and DON'Ts for Game Engine Developers. Part I: Client Side

Network programming hints 4 games, part 2a (protocols and APIs)