TCP for games, part 2

Some big-Os are 780x larger than others

Code obfuscation basics

Packet Loss for an App-Level Developer. Part I

Payment processing. Recovery from ‘unknown’ transactions. PCI DSS.

Payment Processing. Credit Cards. Chargebacks and Collateral Damage

MySQL vs Postgre vs MSSQL vs DB/2 vs Oracle for OLTP

Single-DB-Connection Architectures. WTF?

SQL vs NoSQL for MOGs

Operation Costs in CPU Clock Cycles

Graphics 101: textures, UV mapping, and texture filtering

Game graphics 101. Rendering 2D graphics on a 3D engine. Very very basic intro to shaders

Game Graphics 101: Sprites, Double and Triple Buffering

Knowledge-Sharing Architects as an Alternative to Coding Architects

Implementing Queues for Event-Driven Programs

Pitfalls of random number generation

C++ guidelines: "made to measure" vs "one size fits all"

C++ for Games: Performance, Allocations and Data Locality

C++ Performance: Common Wisdoms and Common “Wisdoms”

Network programming: socket peculiarities

TCP for Games

UDP for games – encryption and DDoS protection

UDP for multiplayer games

Coding for security and for i18n

Avoiding ugly afterthoughts: writing for cross-platform, error handling, writing for debugging, and production post-mortem

Once again on TCP v UDP

Best Practices vs Witch Hunts

Password hashing basics

Compiling a Static Web Site Using the C Preprocessor

MMOG: World states and reducing traffic

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