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Development and Deployment of Multiplayer Online Games, Vol. I: GDD, Authoritative Servers, Communications - \'no Bugs\' Hare - \'No Bugs\' Hare


Development and Deployment of Multiplayer Online Games, Vol. I: GDD, Authoritative Servers, Communications - \'no Bugs\' Hare
198.15 Lei

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(29-06-2024)
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Cumpara development and deployment \'no bugs\' hare de calitate.
Pe yeo poti sa gasesti cel mai bun pret pentru development and deployment \'no bugs\' hare

Trying to develop your own Multiplayer Online game can be overwhelming, especially as information on Multiplayer specifics is very scarce.
Along the course of this discussion, it will cover lots of different topics,.
I, Chapter 3, is dedicated to typical Multiplayer communication flows.
The largest chapter of Vol.
VIII).
I, and will take the whole Vol.
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.
Chapter 1 discusses Game Design Document (GDD) - mostly concentrating on its Multiplayer specifics of GDDs.
I starts Part ARCH(itecture), and includes three Chapters.
I Vol.
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.
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.
This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from).
While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board.
Level: Intermediate+.
Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social Games to MMORPGs and MMOFPS.
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.
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.
Trying to develop your own Multiplayer Online game can be overwhelming, especially as information on Multiplayer specifics is very scarce


Uneori, aceste descrieri pot contine inadvertente. De asemenea, imaginea este informativa si poate contine accesorii neincluse in pachetele standard.
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