[−]
  • Search
Networking and Online Games : Understanding and Engineering Multiplayer Internet GamesBlog this item

Similar books

Cover of "Algorithms and Networking for Computer Games"
Algorithms and Networking for Computer Games
Cover of "Artificial Intelligence for Games"
Artificial Intelligence for Games
Cover of "Massively Multiplayer Game Development"
Massively Multiplayer Game Development
Cover of "Massively Multiplayer Game Development 2"
Massively Multiplayer Game Development 2
Cover of "Shader X4 Advanced Rendering Techniques"
Shader X4 Advanced Rendering Techniques

Book Description

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.

Book Details
English Books
Rating: (1)
4 stars
3 stars
2 stars
1 star
Hardcover 232 Pages
Edition: 1
ISBN-10: 0470018577
ISBN-13: 9780470018576
Publisher: Wiley
Pub date: Jun 05, 2006
Dimensions: 25 cm x 17 cm x 2 cm Just how big is that?
Improve data of this book
Allowed tags <b> → bold, <i> → Italics

FAQ See all

How does the voting work?
Find a comment helpful / unhelpful? Cast your vote. Only one vote from each person will be counted. Every hour we gather all the votes, add them up, add some magic source, and there we have the new sorting for the comments on the page of this book!
I see mistakes in the book information. How can I fix it?

Under "Book details", there is a link labeled "Improve data of this book". You can use that form to send us the correct information.

Why do I sometimes see less people than from last time?
Under the aNobii logo is the location filter. The higher up you go, the more people you see.
Loading ...
The viewport has not loaded.