Game Server
Running a game server doesn't end when the game is installed — that's where the actual work starts. The articles in this category cover the operations side: preparing a server on Linux, tuning it for performance, building a backup strategy, protecting against DDoS, and setting up monitoring. I learned by doing that when player counts climb, the first thing to fall over is usually not the game but the database or disk I/O; that a backup only counts as a backup once you've tried restoring it; and that monitoring has to be in place before something breaks, not after. The goal is to give anyone running their own server enough foundation to understand what happened instead of panic-searching at midnight.
Game Loop Tick Rate: Designing the Server Loop
What is game loop tick rate, why a fixed timestep matters and how to build a stable server loop. Explained with practical C++ examples.
C++ Memory Management: How to Prevent Leaks
A practical guide to C++ memory management: use RAII, smart pointers and Valgrind to catch leaks and write clean, stable code.
Server Monitoring for Game Servers with Grafana & Prometheus
Set up game server monitoring with Prometheus, node_exporter and Grafana to track CPU, RAM and player metrics live.
iptables Firewall: A Practical Linux Server Guide
Set up an iptables firewall on your Linux server: write port rules, drop unwanted traffic and filter basic attacks. A hands-on, step-by-step guide.
Game Server DDoS Protection: A Layered Strategy
A practical guide to defending a game server DDoS by combining an anti-DDoS provider, firewall and rate-limit layers.
MySQL Slow Query Log: Finding Costly Queries
How to enable the MySQL slow query log, which settings matter, and how to find your most costly queries with pt-query-digest, step by step.
MySQL my.cnf Tuning: A Performance Settings Guide
A step-by-step guide to optimizing your MySQL my.cnf with buffer pool, connection and log settings for real server performance gains.
MySQL Index Optimization: Fixing Slow Queries
A practical guide to diagnosing slow queries with EXPLAIN and speeding up your database with the right MySQL index.
Game Packet Design: Headers, Serialization, Byte Order
Game packet design: how to build a solid binary protocol over TCP with headers, serialization and byte order.
TCP vs UDP for Game Servers: Which to Choose?
The TCP vs UDP game server decision: reliability or low latency? We break down both protocols, real scenarios and the right choice.
epoll server: A High-Performance Network Server in C++
How to build a scalable TCP server with a Linux epoll server that handles thousands of concurrent connections on a single thread.
C++ Multithread Server: A Scalable Architecture Guide
How to build a scalable, safe c++ multithread server with thread pools, an event loop and proven concurrency patterns.
Linux Server Administration: Game Server Basics
Linux server administration essentials: SSH access, user accounts, systemd services and firewall security for a stable game server.
Choosing a VPS for a Game Server: What to Look For
When picking a game server VPS, why do single-core CPU performance, RAM, NVMe disk, network, location and virtualization matter? Practical decision criteria and example minimum specs.
A C++ Game Server Core: An Architecture Overview
The main loop, network layer, packet handling and world management: a high-level look at how a Metin2 C++ core works.
MySQL Optimization for a High-Traffic Game Server
EXPLAIN, indexes, composite indexes and the SELECT * trap: the MySQL optimization principles that keep a busy Metin2 server fast.