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        <title>Millian Networks</title>
        <link>https://evandromilian.com/</link>
        <description>I talk about corporate and game development</description>
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    <title>Choosing a Cloud Messaging Service</title>
    <link>https://evandromilian.com/posts/choose-messaging-service/</link>
    <pubDate>Tue, 20 Aug 2024 17:14:48 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/choose-messaging-service/</guid>
    <description><![CDATA[AWS SQS AWS SNS AWS EventBridge Cloudflare Queues Service Quotas 120,000 messages (Standard), 20,000 messages (FIFO) 100,000 topics, 12,500,000 subscriptions/topic 100 event buses, 300 rules/bus 1,000,000 request/month included (paid plan required) Input Transformation No No Yes No Max Message Size 256 kB 256 kB 256 kB 128 kB Cross Region No Yes, for AWS Lambda Targets must be in the same Region. You can publish to a bus in another region Yes Retry policy No SQS and Lambda: 23 days; SMS, SMTP and Mobile Push: 6 hours; exponential backoff retry At-least-once, exponential backoff retry for up to 24 hours Up to 100 retries Pricing Variable per region, US$ 0.]]></description>
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<item>
    <title>Diagram Libraries for Documentation Part 1: Diagrams</title>
    <link>https://evandromilian.com/posts/diagram-libraries-for-documentation/</link>
    <pubDate>Mon, 19 Aug 2024 21:24:12 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/diagram-libraries-for-documentation/</guid>
    <description><![CDATA[One of the most complicated (and boring) tasks in system documentation is creating flowcharts and diagrams. Manually dragging boxes and arrows is tedious, and there’s no possibility for automation.
In this article, I will discuss Diagrams, a library used to create diagrams via code, which can greatly facilitate and speed up this task.
The Importance of Visual Documentation Before diving into the specifics of the libraries presented, it is essential to understand why visual documentation is so critical.]]></description>
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<item>
    <title>EZMissile System Part 1: Actor Cache</title>
    <link>https://evandromilian.com/posts/cache-for-missile-system/</link>
    <pubDate>Fri, 09 Aug 2024 10:21:27 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/cache-for-missile-system/</guid>
    <description><![CDATA[In my new project, I have a specific requirement to fill the whole stage with projectiles, missiles and bombs. For this, a cache system is needed to manage the amount of actors on screen.
If you have some doubt if this is really necessary, you can check the code for UWorld::SpawnActor for the amount of validation that this function performs. Additionally, there are many posts talking about reducing number of actors that are ticking every frame (although we&rsquo;ll not talking about ticking in this post).]]></description>
</item>
<item>
    <title>Creating a Library for Cloud Projects</title>
    <link>https://evandromilian.com/posts/creating-library-for-cloud-projects/</link>
    <pubDate>Wed, 18 Jan 2023 19:00:47 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/creating-library-for-cloud-projects/</guid>
    <description><![CDATA[In my way to evolve and aggregate services to my website, I started to think about integrate a comment section to each post. I read about services like Disqus and other less known like Commento. But the same thoughts that I had when I started to develop my website, came to me again: what if the service goes offline?
Then, I did a fast search in GitHub for a ready-to-use open source project to store and display comments, where I found a very simple project called serverless-comments.]]></description>
</item>
<item>
    <title>AWS Simple Queue Service&#39;s Super Powers</title>
    <link>https://evandromilian.com/posts/sqs-super-powers/</link>
    <pubDate>Wed, 28 Dec 2022 11:13:16 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/sqs-super-powers/</guid>
    <description><![CDATA[The Simple Queue Service is one of the most popular and versatile services in the AWS catalog. It is used as a glue among many services and integrations. But although it&rsquo;s primary task is to deliver messages, SQS has some features that can be used in many creative ways, saving time and money, as well as reducing code complexity for the whole project.
Sub-Minute Scheduler The first SQS feature that we&rsquo;ll take advantage of is delayed messages, that will postpone delivery until the delay time has expired.]]></description>
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<item>
    <title>My Unreal Engine Patterns</title>
    <link>https://evandromilian.com/posts/my-unreal-engine-patterns/</link>
    <pubDate>Sun, 11 Dec 2022 14:15:08 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/my-unreal-engine-patterns/</guid>
    <description><![CDATA[The newest version of the Unreal Engine is growing to be the most powerful engine available to the public. It contains many improvements presented through the years in papers and conferences like the GDC.
But, due to be too big, it&rsquo;s important to know some good practices to be able to produce more in less time, or to have less problems or errors. These are the basic patterns I use for my Unreal Engine projects.]]></description>
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<item>
    <title>Myridian Presentation at Let&#39;s Bank</title>
    <link>https://evandromilian.com/posts/letsbank-presentation/</link>
    <pubDate>Sat, 10 Dec 2022 11:35:09 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/letsbank-presentation/</guid>
    <description><![CDATA[I was invited to a presentation about the game Myridian: The Last Stand at Let&rsquo;s Bank&rsquo;s Quinta Tech event. We talk about cloud solutions for the matchmaker, character customization logic and a little about game promotion and publishing.]]></description>
</item>
<item>
    <title>Pogcast Interview</title>
    <link>https://evandromilian.com/posts/pogcast-interview/</link>
    <pubDate>Mon, 22 Aug 2022 11:35:09 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/pogcast-interview/</guid>
    <description><![CDATA[I was invited to a chat for PogCast, a development focused podcast from my friends Júlio (@oilujmoreira) and Bruno Lins (@bruunolins)..]]></description>
</item>
<item>
    <title>Developing the matchmaker system for Myridian: The Last Stand - Part 1</title>
    <link>https://evandromilian.com/posts/myridian-matchmaker/</link>
    <pubDate>Thu, 11 Aug 2022 18:30:46 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/myridian-matchmaker/</guid>
    <description><![CDATA[One of the tricky points in the development of our game was the matchmaker. For those who don&rsquo;t know, this is the system that puts users in rooms, based on characters, skill and other information.
There are several matchmaker systems on the market, however they are very simple, they just receive information and organize players based on skill levels, number of wins, etc. We wanted a system that would coordinate the entire flow of information, prepare the rooms, then allocate the server and receive the match information.]]></description>
</item>
<item>
    <title>Website Using Hugo and AWS</title>
    <link>https://evandromilian.com/posts/website-using-hugo/</link>
    <pubDate>Mon, 04 Jul 2022 10:14:22 -0300</pubDate><author>evandro.millian@gmail.com (Evandro Millian)</author><guid>https://evandromilian.com/posts/website-using-hugo/</guid>
    <description><![CDATA[My first post will be about the choices made during the development of this website. For every project, being it a website or a game, I always try to select tools and frameworks that are industry standards. Its good for us to know that, even using some tools and helpers, there were always undocumented problems during the process.
CMS and Theme My first decision was to use some CMS tool to develop the site.]]></description>
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