Multiplayer Game Programming: Architecting Networked Games. Josh Glazer, Sanjay Madhav
Multiplayer-Game-Programming.pdf
ISBN: 9780134034300 | 384 pages | 10 Mb
- Multiplayer Game Programming: Architecting Networked Games
- Josh Glazer, Sanjay Madhav
- Page: 384
- Format: pdf, ePub, fb2, mobi
- ISBN: 9780134034300
- Publisher: Addison-Wesley
Ebook free download grey Multiplayer Game Programming: Architecting Networked Games DJVU MOBI RTF 9780134034300 by Josh Glazer, Sanjay Madhav English version
The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook . Instructors will also find a full set of PowerPoint slides and a sample syllabus.
Getting Started with Multiplayer Game Programming | PACKT Books
In this article by Rodrigo Silveira author of the book Multiplayer gaming with HTML5 The idea behind the client-server networking architecture is very simple.
Josh Glazer | InformIT
He also teaches "Multiplayer Game Programming" at the University Of Multiplayer Game Programming: Architecting Networked Games; By Josh Glazer,
Multiplayer Game Programming:Architecting Networked Games
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Contents - Multiplayer Game Programming: Architecting Networked
Contents Chapter 1. A (VERY) Brief History of Multiplayer Games 1.1. Local Multiplayer Games 1.2. Early Networked Multiplayer Games 1.3. Multi-User
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Network Games: Theory, Models, and Dynamics (Synthesis Lectures
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I'm thinking about making a networked game. Just strategies for making games smooth and reactive despite network latency. It delves into topics such as network architecture (peer to peer or client/server), Network Prediction, we have implemented a multiplayer snake game based on a mandatory
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