𝔖 Scriptorium
✦   LIBER   ✦

πŸ“

ActionScript for Multiplayer Games and Virtual Worlds

✍ Scribed by Jobe Makar


Publisher
Pearson Education
Year
2009
Tongue
English
Leaves
313
Edition
1
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


Covers of all aspects of multiplayer game development

and virtual world development

Β° The demand for multiplayer game developments has exploded in the past year to

become a billion dollar industry

Β° Author is a top virtual world developer using Flash ActionScript

Β° A rare look at development in this highly lucrative market

Summary

This book starts off with the basics of who wants these applications and why

and quickly moves into virtual world game development. The main focus is on

deconstruction of all aspects of multiplayer game development and virtual

world development. The book covers chatting, avatar creation, mini-game

integration, pathfinding, and more.

✦ Table of Contents


Cover
Table of Contents
Introduction
Chapter 1: Web Game Landscape
Client-side Technology
Where Multiplayer Fits In
Chapter 2: Connecting Users
Connection Techniques
Socket Server Choices
Chapter 3: Security: You vs. Everyone Else
Logical Security
Physical Security
Chapter 4: Introducing ElectroServer
Server Concepts
Installation
Hello World
Administration Panel
Chapter 5: Chat
Overview
Simple Chat Room
Chapter 6: Where Decisions Are Made
New Concepts
ElectroServer Plugin Concepts
Installing the Extension
Dig Game
Chapter 7: Real-time Movement
Responsive Controls
Path Types
Frame-based Movement
Latency and Clock Synchronization
Time-based Movement
Chapter 8: Lobby System
Common Features
Game Flow
Dig Game 2
Chapter 9: Real-time Tank Game
Game Overview
Authority and Prediction
Line of Sight
Game Messaging
Mini-map
Message Aggregation
Level Editor
Spatial Audio
Chapter 10: Tile-based Games
Tile-based vs. Art-based Levels
Other Tile-based Benefits
A* Pathfinding
Chapter 11: Cooperative Game Play
Types and Styles of Cooperative Game Play
The Game: Super Blob Brothers
Server vs. Client: Who’s the Boss?
Game Messaging
Client-side Details
Chapter 12: Isometric View
Basics and Benefits of Isometrics
A Technical Look
Sorting Algorithm
Chapter 13: Avatars
Meet the Avatars
Rendering Approaches
Sprite Sheets
Avatar Creation and Customization
Chapter 14: Virtual Worlds
Common Features
Old World
Map Files
Map Rendering
The World
Chapter 15: Buddies
Relationships
Buddies in Old World
Chapter 16: User Homes
β€œOpen House”
User Homes in Old World
Appendix: Setting Up the Sample Extension
Server-Level Components
Old World
Configuring the Logging
Setting up the Server-side Development Environment
Index
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Z
Credits


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