<P style="MARGIN: 0px"> <B>The Practical Guide to Building Reliable Networked Multiplayer Games</B> </P> <P style="MARGIN: 0px">Β </P> <P style="MARGIN: 0px">Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-ric
Multiplayer Game Programming: Architecting Networked Games
β Scribed by Josh Glazer, Sanjay Madhav
- Publisher
- Addison-Wesley Professional
- Year
- 2015
- Tongue
- English
- Leaves
- 385
- Series
- Game Design
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
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. Youβll 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. Youβll learn how to ensure reliable performance despite the Internetβs 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 guideβs content has been extensively tested through the authorsβ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games.
Coverage includes
β’ How games have evolved to meet the challenges of networked environments
β’ Using Internet communication protocols and standards in game development
β’ Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming
β’ Formatting game data for efficient Internet transmission
β’ Synchronizing states so all players share the same world
β’ Organizing networking topologies for large-scale games
β’ Overcoming latency and jitter problems that cause delays or lost data
β’ Scaling games without compromising performance
β’ Combating security vulnerabilities and software cheats
β’ Leveraging the networking functionality of the popular Unreal 4 and Unity game engines
β’ Integrating gamer services such as matchmaking, achievements, and leaderboards
β’ 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.
β¦ Subjects
C++; Cloud Computing; Security; Reliability; Scalability; Serialization; Networking; TCP/IP; Network Topology; Game Development
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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
I need to counter the ridiculous 1-star ratings given by reviewers who don't know what they're talking about. A 1-star review is for a computer book that has completely broken code that will not compile, numerous typos and grammatical errors, and/or out of date material--none of which describes this
This book covers all the major aspects and theory behind creating a fully functional network game, from setting up a stable MySQL backed-end database for storing player information to developing a reusable TCP/IP network library for online games as well as developing web-based server interfaces.
This book was interesting back in 2001, but today DirectPlay is deprecated, so 80% of this book is now no longer useful. That isn't saying much though: I doubt if any programming book written 8 years ago is still relevant! But still, it was an interesting read at the time and I would like to see a n