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Book Development and Deployment of Multiplayer Online Games  Vol  I

Download or read book Development and Deployment of Multiplayer Online Games Vol I written by 'No Bugs' Hare and published by Ithare.com Website Gmbh. This book was released on 2017-07 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together. The series is highly praised by prominent representatives of the multiplayer gamedev industry. An "Early Praise" page within the book lists several testimonials by people from billion-dollar and/or AAA companies with job titles ranging from Managing Director and CTO to Backend Technical Director and Principal Software Engineer. Genres: From Social Games to MMOFPS, with Stock Exchanges In Between. Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social games to MMORPGs and MMOFPS. While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board. Level: Intermediate+. This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from). Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects. In particular, there is no explanation of what event-driven programming is about, what the difference is between optimistic locking and pessimistic locking, why do you need a source control system, and so on. Instead, there will be discussions on how the concept of futures fits into event-driven programming, when the use of optimistic locking makes sense for games, and how to use source control in the presence of unmergeable files. This Volume: Vol. I Vol. I starts Part ARCH(itecture), and includes three Chapters. Chapter 1 discusses Game Design Document (GDD) - mostly concentrating on its multiplayer specifics of GDDs. Chapter 2 explores the all-important aspects of cheating - which is virtually non-existent in single-player games and games between friends, but plays an enormous role in multiplayer games; the resulting analysis leads to Authoritative Server architectures (note that discussion on implementing anti-cheating measures is much longer than it is possible to fit into Vol. I, and will take the whole Vol. VIII). The largest chapter of Vol. I, Chapter 3, is dedicated to typical multiplayer communication flows. Along the course of this discussion, it will cover lots of different topics, including such different things as Client-Side Prediction, Low-Latency Compressible State Sync, Lag Compensation and its dangers, and Inter-DB Async Transfer with Transactional Integrity

Book Networking and Online Games

Download or read book Networking and Online Games written by Grenville Armitage and published by John Wiley & Sons. This book was released on 2006-08-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Book Multiplayer Game Programming

Download or read book Multiplayer Game Programming written by Josh Glazer and published by Addison-Wesley Professional. This book was released on 2015-11-20 with total page 720 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Developments in Current Game Based Learning Design and Deployment

Download or read book Developments in Current Game Based Learning Design and Deployment written by Felicia, Patrick and published by IGI Global. This book was released on 2012-07-31 with total page 454 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Book Development and Deployment of Multiplayer Online Games  Vol  II

Download or read book Development and Deployment of Multiplayer Online Games Vol II written by 'No Bugs' Hare and published by Nerds for Nerds Publishing Gmbh. This book was released on 2020-04 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together. The series is highly praised by prominent representatives of the multiplayer gamedev industry. An "Early Praise" page within the book lists several testimonials by people from billion-dollar and/or AAA companies with job titles ranging from Managing Director and CTO to Backend Technical Director and Principal Software Engineer. Genres: From Social Games to MMOFPS, with Stock Exchanges In Between. Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social games to MMORPGs and MMOFPS. While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board. Level: Intermediate+. This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from). Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects. In particular, there is no explanation of what event-driven programming is about, what the difference is between optimistic locking and pessimistic locking, why do you need a source control system, and so on. Instead, there will be discussions on how the concept of futures fits into event-driven programming, when the use of optimistic locking makes sense for games, and how to use source control in the presence of unmergeable files. This Volume: Vol. II Vol. II continues Part ARCH(itecture), and includes four Chapters. Chapter 4 discusses choices between DIY elements of your game and re-using 3rd-party ones, advocating for "responsible re-use". Chapter 5 explores (Re)Actors - which can be seen as a generalization of classical game loop, and allow to handle all the kinds of games, including, but not limited to, simulations. Special attention is paid to (Re)Actor goodies such as replay and production post-factum analysis. Chapter 6 concentrates on Client-Side Architecture - both generic and (Re)Actor-based. Note that serious discussion of the graphics is beyond the scope. Chapter 7 is aimed at those development teams who want to re-use popular existing engines (such as Unity 5, UE4, Lumberyard, or Urho3D) to develop an MOG. Various 3rd-party communication libraries (including Photon and SmartFoxServer) are also discussed in this context.

Book Mobile Game Development with Unity

Download or read book Mobile Game Development with Unity written by Jonathon Manning and published by "O'Reilly Media, Inc.". This book was released on 2017-08-02 with total page 463 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine. Authors Jon Manning and Paris Buttfield-Addison (iOS Swift Game Development Cookbook) provide a top-to-bottom overview of Unity’s features with specific, project-oriented guidance on how to use them in real game situations. Over the course of this book, you’ll learn hands-on how to build 2D and 3D games from scratch that will hook and delight players. If you have basic programming skills, you’re ready to get started. Explore the basics of Unity, and learn how to structure games, graphics, scripting, sounds, physics, and particle systems Use 2D graphics and physics features to build a side-scrolling action game Create a 3D space combat simulator with projectile shooting and respawning objects, and learn how to manage the appearance of 3D models Dive into Unity’s advanced features, such as precomputed lighting, shading, customizing the editor, and deployment

Book Handbook of Digital Games

Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

Book Serious Games and Virtual Worlds in Education  Professional Development  and Healthcare

Download or read book Serious Games and Virtual Worlds in Education Professional Development and Healthcare written by Klaus Bredl and published by IGI Global. This book was released on 2013-03-31 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explains how digital environments can easily become familiar and beneficial for educational and professional development, with the implementation of games into various aspects of our environment"--Provided by publisher.

Book Development and Deployment of Multiplayer Online Games

Download or read book Development and Deployment of Multiplayer Online Games written by and published by . This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Graphics from Scratch

Download or read book Computer Graphics from Scratch written by Gabriel Gambetta and published by No Starch Press. This book was released on 2021-05-13 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

Book Advanced Java Game Programming

Download or read book Advanced Java Game Programming written by David Wallace Croft and published by Apress. This book was released on 2004-04-01 with total page 569 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advanced Java Game Programming teaches you how to create desktop and Internet computer games using the latest Java programming language techniques. Whereas other Java game programming books focus on introductory Java material, this book covers game programming for experienced Java developers. David Wallace Croft, founder of the Game Developers Java Users Group (GameJUG), has assembled an open-source reusable game library—a Swing animation engine that allows developers to use these techniques and put out new games very rapidly. The open-source game library also includes a reusable game deployment framework and a multiplayer networking library with HTTP firewall tunneling capability for applets. All of the code is open source, including the example games. The animation has been scrupulously tested and optimized in the Swing environment, and Croft clearly explains how the code works in great detail. The graphics and audio libraries used in the examples are public domain and may also be used royalty-free for creating new games.

Book Development and Deployment of Multiplayer Online Games  Vol  II

Download or read book Development and Deployment of Multiplayer Online Games Vol II written by 'No Bugs' Hare and published by Nerds for Nerds Publishing Gmbh. This book was released on 2020-02-26 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together. The series is highly praised by prominent representatives of the multiplayer gamedev industry. An "Early Praise" page within the book lists several testimonials by people from billion-dollar and/or AAA companies with job titles ranging from Managing Director and CTO to Backend Technical Director and Principal Software Engineer. Genres: From Social Games to MMOFPS, with Stock Exchanges In Between. Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social games to MMORPGs and MMOFPS. While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board. Level: Intermediate+. This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from). Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects. In particular, there is no explanation of what event-driven programming is about, what the difference is between optimistic locking and pessimistic locking, why do you need a source control system, and so on. Instead, there will be discussions on how the concept of futures fits into event-driven programming, when the use of optimistic locking makes sense for games, and how to use source control in the presence of unmergeable files. This Volume: Vol. II Vol. II continues Part ARCH(itecture), and includes four Chapters. Chapter 4 discusses choices between DIY elements of your game and re-using 3rd-party ones, advocating for "responsible re-use". Chapter 5 explores (Re)Actors - which can be seen as a generalization of classical game loop, and allow to handle all the kinds of games, including, but not limited to, simulations. Special attention is paid to (Re)Actor goodies such as replay and production post-factum analysis. Chapter 6 concentrates on Client-Side Architecture - both generic and (Re)Actor-based. Note that serious discussion of the graphics is beyond the scope. Chapter 7 is aimed at those development teams who want to re-use popular existing engines (such as Unity 5, UE4, Lumberyard, or Urho3D) to develop an MOG. Various 3rd-party communication libraries (including Photon and SmartFoxServer) are also discussed in this context.

Book Multiplayer

Download or read book Multiplayer written by Thorsten Quandt and published by Routledge. This book was released on 2013-10-30 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

Book Augmented Reality Game Development

Download or read book Augmented Reality Game Development written by Micheal Lanham and published by Packt Publishing Ltd. This book was released on 2017-01-20 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Create your own augmented reality games from scratch with Unity 5 About This Book Create your own augmented reality game from scratch and join the virtual reality gaming revolution Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go Innovate and explore the latest and most promising trend of AR gaming in the mobile gaming industry Who This Book Is For This book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development. What You Will Learn Build a location-based augmented reality game called Foodie Go Animate a player's avatar on a map Use the mobile device's camera as a game background Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions Create basic UI elements for the game, inventory, menu, and settings Perform location and content searches against the Google Places API Enhance the game's mood by adding visual shader effects Extend the game by adding multiplayer networking and other enhancements In Detail The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help. Style and approach This book shows you how to create every step of the game and gives practical examples.

Book Mobile   Social Game Design

Download or read book Mobile Social Game Design written by Tim Fields and published by CRC Press. This book was released on 2014-01-22 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract—and Retain—Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game’s overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

Book Cocos2d for IPhone 1 Game Development Cookbook

Download or read book Cocos2d for IPhone 1 Game Development Cookbook written by Nathan Burba and published by Packt Publishing Ltd. This book was released on 2011-12-15 with total page 733 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation Cocos2d for iPhone is a robust but simple-to-use 2D game framework for iPhone. It is easy to use, fast, flexible, free, and Appstore approved. More than 2500 AppStore games already use it, including many best-seller games. Do you want to take your cocos2d game development skills to the next level and become more professional in cocos2d game design?Cocos2d for iPhone 1 Game Development Cookbook will help you reach that next level. You will find over 100 recipes here that explain everything from the drawing of a single sprite to AI pathfinding and advanced networking. Full working examples are emphasized.Starting with the first chapter, Graphics, you will be taken through every major topic of game development. You will find both simple and complex recipes in the book.Each recipe is either a solution to a common problem (playing video files, accelerometer steering) or a cool advanced technique (3D rendering, textured polygons).This cookbook will have you creating professional quality iOS games quickly with its breadth of working example code.

Book Massively Multiplayer Game Development 2

Download or read book Massively Multiplayer Game Development 2 written by Thor Alexander and published by . This book was released on 2005 with total page 508 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a collection of articles on computer game programming, covering design techniques, engineering techniques, and production techniques.