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Making Multiplayer Online Games


Making Multiplayer Online Games
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Download Making Multiplayer Online Games PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Making Multiplayer Online Games book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page



Break Into The Game Industry How To Get A Job Making Video Games


Break Into The Game Industry How To Get A Job Making Video Games
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Author : Ernest Adams
language : en
Publisher: McGraw Hill Professional
Release Date : 2003-06-09

Break Into The Game Industry How To Get A Job Making Video Games written by Ernest Adams and has been published by McGraw Hill Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-06-09 with Computers categories.


Find out from an industry veteran exactly what you need to do to become a game designer, tester, artist, producer, programmer, writer, soundtrack composer, videographer, or sales/marketing professional. You’ll get full-spectrum coverage of positions available within the game industry as well as details on how a game is created--from start to finish--and much more.



Making Multiplayer Online Games


Making Multiplayer Online Games
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Author : Stephen Gose
language : en
Publisher: Scribl
Release Date : 2016-11-07

Making Multiplayer Online Games written by Stephen Gose and has been published by Scribl this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-07 with Computers categories.


This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for the Phaser MMO Gaming Framework! * Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level. * Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code. * Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain. * Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. * How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! * How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")! * How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.



Game Development Essentials


Game Development Essentials
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Author : Michael E. Moore
language : en
Publisher: Course Technology
Release Date : 2010

Game Development Essentials written by Michael E. Moore and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Business & Economics categories.


Written in a non-technical manner, Game Development Essentials: Game Industry Career Guide is a valuable asset for anyone looking for a job, not only in the game industry but also in any field requiring technical expertise and creative talent.



The Making Of Second Life


The Making Of Second Life
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Author : Wagner James Au
language : en
Publisher: Harper Collins
Release Date : 2009-10-13

The Making Of Second Life written by Wagner James Au and has been published by Harper Collins this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-10-13 with Business & Economics categories.


The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, revealing all the fascinating, outrageous, brilliant, and aggravating personalities who make Second Life a very real place­—and an illuminating mirror on the real (physical) world. Au writes about the wars they fought (sometimes literally), the transformations they underwent, the empires of land and commerce they developed, and above all, the collaborative creativity that makes their society an imperfect utopia, better in some ways than the one beyond their computer screens.



Darkbasic Pro Game Programming


Darkbasic Pro Game Programming
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Author : Jonathan S. Harbour
language : en
Publisher: Course Technology
Release Date : 2006

Darkbasic Pro Game Programming written by Jonathan S. Harbour and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.


Learn to write 2D and 3D games without any programming experience by harnessing the advanced 2D/3D graphics features of DarkBasic Professional. This easy-to-use language handles the entire game engine for you, so you are free to focus on designing and playing your own games. Written for beginners with no programming experience, DarkBASIC Pro Game Programming, Second Edition is a welcome change of pace from traditional game programming books. You won't need to spend time figuring out how the game engine works, but only what the game is supposed to do. You will be able to create self-contained executable games with the graphics and sound files stored inside the exe file. No DarkBasic runtime library is needed: compiled programs are self-contained and require only that DirectX is installed. Finally, a book for complete beginners who want to learn to write games!



Development And Deployment Of Multiplayer Online Games Vol Ii


Development And Deployment Of Multiplayer Online Games Vol Ii
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Author : 'No Bugs' Hare
language : en
Publisher: Nerds for Nerds Publishing Gmbh
Release Date : 2020-02-26

Development And Deployment Of Multiplayer Online Games Vol Ii written by 'No Bugs' Hare and has been published by Nerds for Nerds Publishing Gmbh this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-26 with categories.


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.



Game Creation And Careers


Game Creation And Careers
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Author : Marc Saltzman
language : en
Publisher: New Riders Publishing
Release Date : 2004

Game Creation And Careers written by Marc Saltzman and has been published by New Riders Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.


Get expert advice on all aspects of game creation from the masters of the games. Saltzman reveals expert advice via interviews with the industry's best-known and most admired game designers like Wil Wright, Peter Molyneux, and Tommy Tallarico, just to name a few. Throughout "Masters of the Game," Marc Saltzman chats with more than 150 of the world's most-connected, top-notch game designers about how to create stellar games and break into the business today. Topics covered include creating games for the new generation platforms such as X-Box, Playstation 2, and GameCube - including online console game design tips and techniques. Massively multiplayer computer games, PDAs, and cell phone game development are also addressed. Saltzman discusses in detail the business side of the game industry, and the pros and cons of working with well-known franchises. Additionally, readers learn how to successfully sell their own shareware via the internet and how to produce PR and marketing on a shoestring. There is also a section on game design schools and courses, plus key conventions, organizations, and publications. Finally, readers find dozens of rare, never-before-seen sketches, storyboards, 3D renders, and documents. This in-depth reference is a "must read" for anyone in the game industry.



Game Programming 5 0


Game Programming 5 0
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Author : Pearson Software
language : en
Publisher: Pearson Software
Release Date : 2002-05

Game Programming 5 0 written by Pearson Software and has been published by Pearson Software this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002-05 with Computers categories.


Make Your Game Ideas A Reality! -- Includes a unique digital library that consists of the best-selling electronic books Tricks of the Windows Game Programming Gurus by Andre LeMothe and Game Design: Secrets of the Sages, Third Edition by gaming guru Marc Saltzman! -- 3D GameStudio Standard 5.12 is the leading authoring system for 2D and 3D computer games. -- Microsoft "RM" Visual C++ 6.0 Introductory Edition is a full-featured compiler that gives users the power to create applications in an environment designed for easy viewing and manipulation of code. This unique programming kit provides everything you need to create your own cool games. 3D GameStudio Standard 5.12 combines a programming language with a high-end 3D engine, a 2D engine, a C++ interface, a map and model editor and huge libraries of 3D objects, artwork and pre-made games. Microsoft "RM" Visual C++ 6.0 Introductory Edition includes a debugger and resource editor for easy editing of your code. Microsoft "RM" DirectX "RM" 8.0 SDK provides the industry standard two-dimensional and 3D graphical development API libraries to enhance your game project.



Ai Game Programming Wisdom 3


Ai Game Programming Wisdom 3
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Author : Steve Rabin
language : en
Publisher:
Release Date : 2006

Ai Game Programming Wisdom 3 written by Steve Rabin and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.


This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.



Introduction To The Game Industry


Introduction To The Game Industry
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Author : Michael E. Moore
language : en
Publisher: Prentice Hall
Release Date : 2007

Introduction To The Game Industry written by Michael E. Moore and has been published by Prentice Hall this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Games & Activities categories.


This book "gives you a complete overview of how to create and market electronic games. You learn how the process works: from creating an idea for a game; describing the game concept in production documents ; building game assets such as artwork, game data, and code; to final packaging and marketing of the product. Author Michael Moore provides comprehensive coverage of key game-industry concepts such as the elements of gameplay, interface design, storytelling, and the economics of producing a successful game." - back cover.