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Networking and Online Games: Understanding and Engineering Multiplayer Internet Games
 
 

Networking and Online Games: Understanding and Engineering Multiplayer Internet Games (Hardcover)

by Grenville Armitage (Author), Mark Claypool (Author), Philip Branch (Author) "A lot has happened since 1958 when William A. Hinginbotham used an oscilloscope to simulate a virtual game of tennis ..." (more)
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Product details

  • Hardcover: 232 pages
  • Publisher: WileyBlackwell (7 April 2006)
  • Language English
  • ISBN-10: 0470018577
  • ISBN-13: 978-0470018576
  • Product Dimensions: 25.7 x 17.3 x 2.3 cm
  • Average Customer Review: 2.5 out of 5 stars See all reviews (2 customer reviews)
  • Amazon.co.uk Sales Rank: 679,312 in Books (See Bestsellers in Books)

    Popular in this category:

    #46 in  Books > Computing & Internet > PC & Video Games > Internet Games
  • See Complete Table of Contents

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Product Description

Product 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.

From the Back Cover
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.



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Inside This Book (Learn More)
First Sentence
A lot has happened since 1958 when William A. Hinginbotham used an oscilloscope to simulate a virtual game of tennis. Read the first page
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Customer Reviews

2 Reviews
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Average Customer Review
2.5 out of 5 stars (2 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
1 of 1 people found the following review helpful:
1.0 out of 5 stars Disappointing..., 9 Aug 2007
Somehow the title of the book gave me the image that I can read about multiplayer games, what is quite a promising bargain, due to the increasing popularity of the online gaming, especially MMOGs. I was expecting information about how does a Massively Multiplayer Online Game engineered, planned and maintained, at least on a basic level.

Well, this book does include nothing but the _very_ basics of TCP/IP networking (60% of the content) and raving about the online games in general. The problem with the latter one is that this section filled up with chapters like:

- how to install a dedicated, online FPS server
- broad history of games and online games
- usage of basic Linux commands

Considering the year 2007 and the possibilities of Google and the Internet, you will find here nothing but information what is available free and legally on the internet in the form of tutorials and articles. Yes, there are a few interesting facts and charts, but these ones do worth maybe a dollar or two, not so much.
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2 of 3 people found the following review helpful:
4.0 out of 5 stars A good guide to the fundamentals, 21 April 2007
By Mr. S. Edmonds (England) - See all my reviews
(REAL NAME)   
I found this book gave me a good understanding of the fundamentals of multi player gaming. It explains the techniques used in the creation of multi player gaming as well as the underlying technologies of networks and the Internet. The book does not cover any aspect of implementation, and so can be read and used by any programmer using any language.

This book is a good starting place for programming a networked game, but you will need another resource to explain how to do it in your target programming language.
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