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Multiplayer Game Programming: Architecting Networked Games (Game Design)
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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.
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Product details
Series: Game Design
Paperback: 384 pages
Publisher: Addison-Wesley Professional; 1 edition (November 29, 2015)
Language: English
ISBN-10: 0134034309
ISBN-13: 978-0134034300
Product Dimensions:
7 x 0.8 x 9 inches
Shipping Weight: 1.2 pounds (View shipping rates and policies)
Average Customer Review:
4.0 out of 5 stars
10 customer reviews
Amazon Best Sellers Rank:
#419,430 in Books (See Top 100 in Books)
For the price, it's a thin book. It's got low level information that a complete novice might need (like how the internet/networking works), but that just makes the book even thinner. I bought it thinking I would be getting a book chock full of "tips" and guidance from experts in the industry. The authors put effort into this book, for sure. This book isn't advertised as a beginner (to intermediate) book--which is what it is.But, if you're looking to get ADVANCED or EXPERT knowledge that isn't already found for free on the internet, this book is not for you. It's just "here's how sockets work, here's how you serialized data, here's some ideas on synchronizing data across systems." Nothing exotic. Nothing like a Game Programming Gems book, or a Tricks of the Game Programming Gurus kind of thing.
Crisp, full of useful of to-the-point advice. Great review for somebody who is already an engineer, wanting to understand how to go about building their own game while wasting as little time as possible. The code samples seem great too. Really happy with the book!Caveat emptor: this book is not meant for somebody who doesn't know programming. You're supposed to be already pretty good at it when you pick it up. I already knew about networking and was looking specifically for networking recipes for gaming - this is a very complex subject that is well covered here. This is not the book you want if you are either an artist or a very inexperienced developer. This is not an intro textbook but a reference for the experienced programmer.
There isn't another book quite like this one, giving a very nice (albeit somewhat surface-level) overview of multiplayer game networking implementation. In hand with it's bibliography, one can probably muddle their way through learning enough to write reasonably good multiplayer game netcode.
It touched the most important network issues on networked games.
Great book to review basic networking concepts and to see practical implementation of useful C++ classes that solve not-so-basic problems that every multiplayer game has.
This book shows how you can build a server architecture that blends seamlessly into your client code. I highly recommend it for anyone that wants to add some sort of real time multiplayer component to their game.
A good introduction, but the chapters on Internet and Sockets (which made of nearly one-fifth of the book) are really not necessary.
I expected this book to be more about how-to write or design a multiplayer game; but contained too much historical content to be useful. I am in the process of returning the item.
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