Development and Deployment of Multiplayer Online Games, Vol. I - 'No Bugs' Hare - 書籍 - Ithare.com Website Gmbh - 9783903213067 - 2017年7月1日
カバー画像とタイトルが一致しない場合、正しいのはタイトルです

Development and Deployment of Multiplayer Online Games, Vol. I

価格
¥ 5.601
税抜

遠隔倉庫からの取り寄せ

発送予定日 年9月28日 - 年10月14日
'No Bugs' Hare の新しいリリースのお知らせを受け取る
iMusicのウィッシュリストに追加

まだ評価がありません

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. I Vol. I starts Part ARCH(itecture), and includes three Chapters. Chapter 1 discusses Game Design Document (GDD) - mostly concentrating on its multiplayer specifics of GDDs. Chapter 2 explores the all-important aspects of cheating - which is virtually non-existent in single-player games and games between friends, but plays an enormous role in multiplayer games; the resulting analysis leads to Authoritative Server architectures (note that discussion on implementing anti-cheating measures is much longer than it is possible to fit into Vol. I, and will take the whole Vol. VIII). The largest chapter of Vol. I, Chapter 3, is dedicated to typical multiplayer communication flows. Along the course of this discussion, it will cover lots of different topics, including such different things as Client-Side Prediction, Low-Latency Compressible State Sync, Lag Compensation and its dangers, and Inter-DB Async Transfer with Transactional Integrity

メディア 書籍     Hardcover Book   (ハードカバー付きの本)
リリース済み 2017年7月1日
ISBN13 9783903213067
出版社 Ithare.com Website Gmbh
ページ数 332
寸法 191 × 235 × 19 mm   ·   784 g
言語 英語  

'No Bugs' Hareの他の作品を見る

すべて表示

このシリーズの他の商品