Cumpara de la libris.ro

Development and Deployment of Multiplayer Online Games, Vol. II: DIY, (Re)Actors, Client Arch., Unity/UE4/ Lumberyard/Urho3D - \'no Bugs\' Hare - \'No Bugs\' Hare


Development and Deployment of Multiplayer Online Games, Vol. II: DIY, (Re)Actors, Client Arch., Unity/UE4/ Lumberyard/Urho3D - \'no Bugs\' Hare
222.92 Lei

Disponibil

(19-05-2024)
Cumpara de la libris.ro

Produs vandut de libris.ro

(0)

Review(s)

Verifica toate preturile pentru acest produs : click aici


Distribuie pe :


Descriere :

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.
Note that serious discussion of the graphics is beyond the sco Trying to develop your own Multiplayer Online game can be overwhelming, especially as information on Multiplayer specifi.
Chapter 6 concentrates on Client-Side Architecture - both generic and (Re)Actor-based.
Special attention is paid to (Re)Actor goodies such as replay and production post-factum analysis.
Chapter 5 explores (Re)Actors - which can be seen as a generalization of classical game loop, and allow to handle all the kinds of games, including, but not limited to, simulations.
Chapter 4 discusses choices between DIY elements of your game and re-using 3rd-party ones, advocating for responsible re-use.
II continues Part ARCH(itecture), and includes four Chapters.
II Vol.
This Volume: 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.
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.
Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects.
This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from).
Level: Intermediate+.
While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board.
Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social Games to MMORPGs and MMOFPS.
Genres: From Social Games to MMOFPS, with Stock Exchanges In Between.
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.
The series is highly praised by prominent representatives of the Multiplayer gamedev industry.
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.
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.
logo

  • Produsele tale vor fi disponibile pentru toti clientii nostri, in fiecare zi, pe yeo.ro
  • Vor fi promovate pe retele de socializare si bloguri
  • De asemenea, vom crea continut video pentru 20 de produse