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Multiplayer Game Programming: Architecting Networked Games by Sanjay Madhav
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Numero oggetto eBay:286528168145
Specifiche dell'oggetto
- Condizione
- Book Title
- Multiplayer Game Programming: Architecting Networked Games
- Publication Date
- 2016-01-05
- ISBN
- 9780134034300
Informazioni su questo prodotto
Product Identifiers
Publisher
Addison Wesley Professional
ISBN-10
0134034309
ISBN-13
9780134034300
eBay Product ID (ePID)
211814187
Product Key Features
Number of Pages
384 Pages
Publication Name
Multiplayer Game Programming : Architecting Networked Games
Language
English
Subject
Programming / Games
Publication Year
2015
Type
Textbook
Subject Area
Computers
Series
Game Design Ser.
Format
Trade Paperback
Dimensions
Item Height
0.6 in
Item Weight
20.8 Oz
Item Length
8.9 in
Item Width
7 in
Additional Product Features
Intended Audience
Scholarly & Professional
LCCN
2015-950053
Reviews
"For any aspiring game programmer, this book is a must read! Glazer and Madhav are some of the best at explaining these critical multiplayer concepts. I look forward to their next book!" --ZACH METCALF , Game Programmer at Rockstar Games and USC Games Alum, "For any aspiring game programmer, this book is a must read! Glazer and Madhav are some of the best at explaining these critical multiplayer concepts. I look forward to their next book!" --ZACH METCALF , Game Programmer at Rockstar Games and USC Games Alum
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794.8/1526
Table Of Content
Chapter 1: Overview of Networked Games 1 A Brief History of Multiplayer Games 2 Starsiege: Tribes 5 Age of Empires 10 Summary 13 Review Questions 14 Additional Readings 14 Chapter 2: The Internet 15 Origins: Packet Switching 16 The TCP/IP Layer Cake 17 The Physical Layer 19 The Link Layer 19 The Network Layer 23 The Transport Layer 39 The Application Layer 52 NAT 53 Summary 60 Review Questions 61 Additional Readings 62 Chapter 3: Berkeley Sockets 65 Creating Sockets 66 API Operating System Differences 68 Socket Address 71 UDP Sockets 79 TCP Sockets 83 Blocking and Non-Blocking I/O 88 Additional Socket Options 96 Summary 98 Review Questions 98 Additional Readings 99 Chapter 4: Object Serialization 101 The Need for Serialization 102 Streams 105 Referenced Data 119 Compression 124 Maintainability 130 Summary 136 Review Questions 136 Additional Readings 137 Chapter 5: Object Replication 139 The State of the World 140 Replicating an Object 140 Naïve World State Replication 148 Changes in World State 152 RPCs as Serialized Objects 159 Custom Solutions 162 Summary 163 Review Questions 163 Additional Readings 164 Chapter 6: Network Topologies and Sample Games 165 Network Topologies 166 Implementing Client-Server 170 Implementing Peer-to-Peer 182 Summary 196 Review Questions 197 Additional Reading 197 Chapter 7: Latency, Jitter, and Reliability 199 Latency 200 Jitter 204 Packet Loss 206 Reliability: TCP or UDP? 207 Packet Delivery Notification 209 Object Replication Reliability 221 Simulating Real-World Conditions 228 Summary 230 Review Questions 231 Additional Readings 232 Chapter 8: Improved Latency Handling 233 The Dumb Terminal Client 234 Client Side Interpolation 236 Client Side Prediction 238 Server Side Rewind 248 Summary 249 Review Questions 250 Additional Readings 251 Chapter 9: Scalability 253 Object Scope and Relevancy 254 Server Partitioning 260 Instancing 262 Prioritization and Frequency 263 Summary 263 Review Questions 264 Additional Readings 264 Chapter 10: Security 265 Packet Sniffing 266 Input Validation 270 Software Cheat Detection 271 Securing the Server 274 Summary 277 Review Questions 278 Additional Readings 278 Chapter 11: Real-World Engines 279 Unreal Engine 4 280 Unity 284 Summary 287 Review Questions 288 Additional Readings 288 Chapter 12: Gamer Services 289 Choosing a Gamer Service 290 Basic Setup 290 Lobbies and Matchmaking 294 Networking 298 Player Statistics 300 Player Achievements 305 Leaderboards 307 Other Services 308 Summary 309 Review Questions 310 Additional Readings 310 Chapter 13: Cloud Hosting Dedicated Servers 311 To Host or Not To Host 312 Tools of the Trade 313 Overview and Terminology 315 Local Server Process Manager 318 Virtual Machine Manager 324 Summary 333 Review Questions 334 Additional Readings 334 Appendix A: A Modern C++ Primer 337 C++11 338 References 339 Templates 341 Smart Pointers 343 STL Containers 347 Iterators 350 Additional Readings 351 Index 353
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. 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., 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 organising 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 Synchronising states so all players share the same world Organising 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, 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.
LC Classification Number
QA76.76.C672
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