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A CODERS JOURNEY
GDC 2018
CODE CRAFTENGINEERING MANAGEMENT

35 things I learnt at Game Developer Conference (GDC) 2018

April 4, 2018 Deb Haldar

This was the first time I visited Game Developer Conference (GDC 2018). I’ve been working in the game cloud services and analytics space for almost 3 years now and most of our work has been for Microsoft’s AAA game titles …

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Consistent Hashing
ALLCODE CRAFTENGINEERING MANAGEMENT

System Design Interview Concepts – Consistent Hashing

October 9, 2017 Deb Haldar

Consistent hashing is one of the techniques used to bake in scalability into the storage architecture of your system from grounds up.

In a distributed system, consistent hashing helps in solving the following scenarios:

  1. To provide elastic scaling (a term
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Coding Interview Question - Optimize Toy Purchases
CODE CRAFTENGINEERING MANAGEMENT

Coding Interview Question – Optimizing toy purchases

August 3, 2017 Deb Haldar

Problem

My son gets a weekly allowance of $15. He takes that money every Friday and goes to Toys’R’Us to find two toys he can buy for $15. He wants to use all his money and does not want any …

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C++11 Multithreading and Concurrency Tutorial
ALLCODE CRAFT

C++11 Multithreading Tutorial via Q&A – Thread Management Basics

January 27, 2017 Deb Haldar

In the highly acclaimed book "The Seven Habits Of Highly Effective People", Steven Covey states that we can greatly amplify our chances of success when we "Begin with the End in Mind".

For me, this means …

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Boost CPP Vector Performance
ALLCODE CRAFT

6 Tips to supercharge C++11 vector performance

November 20, 2016 Deb Haldar

Vector is like the swiss army knife of C++ STL containers. In the words of Bjarne Stroutsoup – “By default, use Vector when you need a container”. For mere mortals like us, we take this as gospel and …

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ALLCODE CRAFT

Event based synchronization of threads with main game loop

October 24, 2016 Deb Haldar

Typically, Game Engines want their telemetry data sent in a side thread which runs independently (asynchronously) from the main game loop. The telemetry thread packages up data as it comes in and executes a send via HTTP or websockets every …

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