Some Thoughts About Networking For Game Developers

Joost van Dongen of Ronimo-Games blogged about how his team uses throttling to reduce network errors for the Awesomenauts online multiplayer game. First, IWL has a team of network protocol engineers and developers. We are not game developers! We would not presume to tell anyone how to design a game. It seems that we may have a “clash of contexts”, in that game developers and network protocol engineers start with different assumptions and contexts …

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Testing the Autonomous Car

Google does not seem to know how to test its autonomous car. In two presentations on the autonomous car, the word “test” is never mentioned. Multiple articles describing the autonomous car also omit testing. The focus is on the “coolness” factor and the number of miles driven. But how does the autonomous car become a fully tested, robust and reliable product that the general public can depend on? …

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IPv6 Test Results for Popular OS

A subset of the Maxwell Pro TCP/IP tests were run against the most widely installed desktop Operating System with all known operating system updates applied as of October 1, 2013. The Major Operating System is listed in the Phase 2 Core Protocols IPv6 Ready Logo Program (a popular program to assure that IPv6 implementation will work correctly in the field). A summary of the results follows …

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Maxwell Pro — Maxwell Resequencing Plugin

A new Maxwell plugin that can do user controlled re-sequencing of packets is available as part of the latest Maxwell TCP testing package. The plugin is able to re-arrange packets in a flow so that, for example, packets that originate in sequence A, B, C, D, E, F will arrive in the order C, B, A, D, F, E. The plugin allows user control of the re-sequence pattern and several other parameters …

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