Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

Read Networking and Online Games: Understanding and Engineering Multiplayer Internet Games PDF by * Grenville Armitage, Mark Claypool, Philip Branch eBook or Kindle ePUB Online free. Networking and Online Games: Understanding and Engineering Multiplayer Internet Games Amazon Customer said Not worth the money. This book is an incredible waste of time for anyone even remotely interested in multiplayer games development. Much of the content is too general to be of use, and it varies from basic games knowledge, to basic networking principles. According to this book, Everquest was released in 199Not worth the money This book is an incredible waste of time for anyone even remotely interested in multiplayer games development. Much of the content is too general to be

Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

Author :
Rating : 4.54 (565 Votes)
Asin : 0470018577
Format Type : paperback
Number of Pages : 232 Pages
Publish Date : 2016-04-10
Language : English

DESCRIPTION:

Amazon Customer said Not worth the money. This book is an incredible waste of time for anyone even remotely interested in multiplayer games development. Much of the content is too general to be of use, and it varies from basic games knowledge, to basic networking principles. According to this book, Everquest was released in 199Not worth the money This book is an incredible waste of time for anyone even remotely interested in multiplayer games development. Much of the content is too general to be of use, and it varies from basic games knowledge, to basic networking principles. According to this book, Everquest was released in 1993Needless to say that I wasn't too impressed.. Needless to say that I wasn't too impressed.

From the Back Cover The computer game industry is clearly growing in the direction of multiplayer, online 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. predicting traffic loads) with those of game developers (e.g. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop approp

Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. predicting traffic loads) with those of game developers (e.g. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The computer game industry is clearly growing in the direction of multiplayer, online games. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. 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. 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 gam

Claypool earned M.S. He was awarded his PhD from Monash University in 2000. He is also the Director of the Interactive Media and Game Development major at WPI, a 4-year degree in the principles of interactive applications and computer-based game development. He is into First Person Shooter games and Real-Time Strategy games on PCs, Beat-’em Up games on consoles, and Sports games on hand-helds.Philip Branch Contributing author Philip Branch is Senior Lecturer in Telecommunications E

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