Networking And Online Games
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Networking And Online Games
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Author : Grenville Armitage
language : en
Publisher: John Wiley & Sons
Release Date : 2006-08-04
Networking And Online Games written by Grenville Armitage and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-08-04 with Technology & Engineering categories.
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked 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. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. 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 games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Networking And Online Games
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Author : Grenville Armitage
language : en
Publisher: John Wiley & Sons
Release Date : 2006-05-18
Networking And Online Games written by Grenville Armitage and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-05-18 with Computers categories.
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network’s capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked 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. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. 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 games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Networking And Online Games Understanding And Engineering Multiplayer Internet Games Pod
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Author : Armitage
language : en
Publisher: Wiley-Blackwell
Release Date : 2015-01-27
Networking And Online Games Understanding And Engineering Multiplayer Internet Games Pod written by Armitage and has been published by Wiley-Blackwell this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-27 with Technology & Engineering categories.
Multiplayer Game Programming
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Author : Josh Glazer
language : en
Publisher: Addison-Wesley Professional
Release Date : 2015-11-20
Multiplayer Game Programming written by Josh Glazer and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-11-20 with Computers categories.
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.
How To Do Everything With Windows Xp Home Networking
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Author : Dave Field
language : en
Publisher: McGraw Hill Professional
Release Date : 2004-11-17
How To Do Everything With Windows Xp Home Networking written by Dave Field 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 2004-11-17 with Computers categories.
Network the computers and peripheral devices in your home or small office easily with help from this hands-on guide. How to Do Everything with Windows XP Home Networking explains, step-by-step, how to select the best components for your needs, set up a wired or wireless network, share an Internet connection, printer, and other resources, secure your network, and fight spam, viruses, and other potential threats. Get the book that makes it easy to design your own home network.
Multiplayer Game Programming
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Author : Joshua L. Glazer
language : en
Publisher:
Release Date : 2016
Multiplayer Game Programming written by Joshua L. Glazer and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with Computer games categories.
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.
Intro Guide Home Networking
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Author : HELTZEL
language : en
Publisher:
Release Date : 2002-07
Intro Guide Home Networking written by HELTZEL and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002-07 with categories.
Proceedings Of The International Workshop On Network And Operating Systems Support For Digital Audio And Video
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Author :
language : en
Publisher:
Release Date : 2005
Proceedings Of The International Workshop On Network And Operating Systems Support For Digital Audio And Video written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with Computer networks categories.
Teach Yourself Visually Wireless Networking
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Author : Rob Tidrow
language : en
Publisher: Visual
Release Date : 2006-10-02
Teach Yourself Visually Wireless Networking written by Rob Tidrow and has been published by Visual this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-10-02 with Computers categories.
A guide to wireless computer networks cover such topics as installing hardware, configuring networks, creating computer-to-computer networks, administering wireless networks, and network security.
Home Networking Solutions
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Author : Paul Heltzel
language : en
Publisher: Course Technology
Release Date : 2002
Home Networking Solutions written by Paul Heltzel and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002 with Computers categories.
With new technologies that make home networking simple, you can set aside an afternoon and start sharing Internet access, files, printers, games and MP3s. Networking computers at home really is straightforward, especially when you approach the task in simple steps. Without using lots of jargon, Home Networking Solutions offers this with guidance and tips.