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Development and Deployment of Multiplayer Online Games, Vol. I

Development and Deployment of Multiplayer Online Games, Vol. I PDF Author: 'No Bugs' Hare
Publisher: Ithare.com Website Gmbh
ISBN: 9783903213067
Category :
Languages : en
Pages : 332

Book Description
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

Development and Deployment of Multiplayer Online Games, Vol. I

Development and Deployment of Multiplayer Online Games, Vol. I PDF Author: 'No Bugs' Hare
Publisher: Ithare.com Website Gmbh
ISBN: 9783903213067
Category :
Languages : en
Pages : 332

Book Description
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

Development and Deployment of Multiplayer Online Games, Vol. II

Development and Deployment of Multiplayer Online Games, Vol. II PDF Author: 'No Bugs' Hare
Publisher: Nerds for Nerds Publishing Gmbh
ISBN: 9783903213166
Category :
Languages : en
Pages : 438

Book Description
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. II Vol. II continues Part ARCH(itecture), and includes four Chapters. Chapter 4 discusses choices between DIY elements of your game and re-using 3rd-party ones, advocating for "responsible re-use". 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. Special attention is paid to (Re)Actor goodies such as replay and production post-factum analysis. Chapter 6 concentrates on Client-Side Architecture - both generic and (Re)Actor-based. Note that serious discussion of the graphics is beyond the scope. Chapter 7 is aimed at those development teams who want to re-use popular existing engines (such as Unity 5, UE4, Lumberyard, or Urho3D) to develop an MOG. Various 3rd-party communication libraries (including Photon and SmartFoxServer) are also discussed in this context.

Lunar Strike

Lunar Strike PDF Author: H. I. Larry
Publisher: Scholastic Canada
ISBN: 1443107255
Category : Juvenile Fiction
Languages : en
Pages : 95

Book Description
Twelve-year-old spy Zac Power has 24 hours to save the world - and get to guitar practice! Our hero, Zac Power, is rocketed into outer space to stop the sabotage of a charity rock concert. An enemy agent is out to steal billions of dollars in donations, and will stop at nothing to get them. This is his toughest mission yet - can he handle the pressure?

You are Your Instrument

You are Your Instrument PDF Author:
Publisher: Backbeat Books
ISBN: 1879730200
Category : Music
Languages : en
Pages : 236

Book Description
Open up new avenues of expression through a pain-free, healthy, fluid approach to music-making; Overcome performance anxiety, general tension,and muscular injury; Increase your learning skills and facilitate more effective motor coordination. The New England Journal of Medicine cites that 50% of all professional musicians suffer from varying levels of muscular injury.

The Innovative University

The Innovative University PDF Author: Clayton M. Christensen
Publisher: John Wiley & Sons
ISBN: 1118091256
Category : Education
Languages : en
Pages : 287

Book Description
The Innovative University illustrates how higher education can respond to the forces of disruptive innovation , and offers a nuanced and hopeful analysis of where the traditional university and its traditions have come from and how it needs to change for the future. Through an examination of Harvard and BYU-Idaho as well as other stories of innovation in higher education, Clayton Christensen and Henry Eyring decipher how universities can find innovative, less costly ways of performing their uniquely valuable functions. Offers new ways forward to deal with curriculum, faculty issues, enrollment, retention, graduation rates, campus facility usage, and a host of other urgent issues in higher education Discusses a strategic model to ensure economic vitality at the traditional university Contains novel insights into the kind of change that is necessary to move institutions of higher education forward in innovative ways This book uncovers how the traditional university survives by breaking with tradition, but thrives by building on what it's done best.

Tomb of Doom

Tomb of Doom PDF Author: H.I. Larry
Publisher: Hardie Grant Egmont
ISBN: 1743581254
Category : Juvenile Fiction
Languages : en
Pages : 50

Book Description
Zac has to rescue one of GIB’s best agents who hasgone missing near the Vanishing Tomb, somewhere inthe desert region of the Amber Sands. The VanishingTomb keeps vanishing and has ancient booby traps.Zac will need more than a bag full of super-cool spygadgets to complete this mission and get out alive.

Zac Power: Mind Games

Zac Power: Mind Games PDF Author: H. I. Larry
Publisher: Hardie Grant Egmont
ISBN: 1921098562
Category : Juvenile Fiction
Languages : en
Pages : 97

Book Description
Another thrilling Zac Power adventure! Super-smart hackers are attacking the software that protects GIB's ultra-powerful satellite, WorldEye. Sources lead Zac to Bladesville, a huge city where all the latest games and gadgets are developed. Can Zac track down the hackers, and outsmart them?

Zac Power: Deep Waters

Zac Power: Deep Waters PDF Author: H. I. Larry
Publisher: Hardie Grant Egmont
ISBN: 1742732925
Category : Juvenile Fiction
Languages : en
Pages : 49

Book Description
Another thrilling Zac Power adventure! Zac Power's next mission is in one of the deepest oceans in the world. Even GIB's subs can't handle the depth. But the enemy has invented a new sub that can dive deeper than ever before. Can Zac find the enemy and protect the top-secret information stored on the seabed?

7 Steps to Get Your Child Reading

7 Steps to Get Your Child Reading PDF Author: Louise Park
Publisher: Allen & Unwin
ISBN: 1760873314
Category : Education
Languages : en
Pages : 260

Book Description
Generation Alpha is the swiper, pincher, tapper cohort, the first to grow up with devices in their hands. They are breaking new ground as a result of technological advances, while you, their parents, are having to navigate these uncharted waters. Literacy is the single most important thing we can teach kids. If they can read, all other learning will follow. Learn how to futureproof your child's literacy in a rapidly changing world, and give them the best chance of success. Louise Park has spent decades watching children working away at this reading thing. As a teacher, children's author and leading educational consultant, she knows better than anyone how the goalposts have shifted over time. The road to literacy has never been smooth, but now there is the added challenge of digital distractions. Louise will show you how to make the most of both digital and traditional forms of reading, as well as setting out commonsense plans for making a reader of your child. Based on scientific research and presented in a friendly, accessible style for time-poor parents, the seven simple steps will lead your Generation Alpha child to an irreplaceable love of reading. 'Simple, practical and inspiring - what a treasure! This book contains all you need to know in order to help children to become enthusiastic, proficient and joyful readers.' - Andy Griffiths 'This awesome book should be in every community, library, school and home. A triumph.' - Gabbie Stroud 'An essential book for every parent - the pages are filled with all the tools and understanding you need to get your child reading.' - Matt Stanton 'Bold, assured and waffle free ... warm and non-judgemental. This book inspired me to make some simple, positive changes to our home routines.' - Lucinda Gifford

Big Stink: D-Bot Squad 4

Big Stink: D-Bot Squad 4 PDF Author: Mac Park
Publisher: Allen & Unwin
ISBN: 1760638579
Category : Juvenile Fiction
Languages : en
Pages : 81

Book Description
A super-exciting series about DINOSAUR ROBOTS for first readers...from the creators of the bestselling Boy vs Beast series. A world kids will love, using words they can read. Dinosaurs are back, and on the loose! It's up to D-Bot Squad to catch them. Hunter thinks he's built the perfect d-bot for hunting down a fully grown stegosaurus - an enormous, slow-moving fart machine. But things don't always go to plan... D-Bot Squad is written to get kids reading - and keep them reading. Combining un-put-downable content with success-oriented readability, D-Bot Squad will have even the most reluctant readers devouring all eight books.