Multiplayer Game Programming (Game Development) Paperback – 7 Jul 2001
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About the Author
Todd Barron is a lead software engineer at Acxiom, a billion-dollar information company based in Little Rock, Arkansas. Previously Todd was a professional game developer and developed networking systems and created multiplayer games for the Megatouch arcade line at Merit Industries. In his spare time he operates Lost Logic, a vehicle for his PC game creations. He is currently working on a 3D multiplayer game engine for use in future titles.
Top customer reviews
ANYWAY BUY THIS IT WILL NOT DISSAPOINT
My overall impression: Get the whole series of these books :) ... If I only had the money, as these seem to cost considerably..
The 'modern' layout is very cluttered and makes it hard to pick out details. (Just because you _can_ put fancy headers and gutters on every page doesn't mean you _have_ to.) Keeping them for chapter starts would have been clearer. On the plus side, I haven't found any typos yet.
So, if you want a book to read from front to back as a primer go ahead. If you need a reference book, this would be a second choice.
The first thing that struck me was the author's astonishing love affair with microsoft and various commercial games. It doesnt get much better.
To it's credit, it explains simple examples quite well but these are dictated and it often draws impossible parallels between the listings and real games. Very little and very rarely does it go into any significant depth, and it almost never offers alternatives.
It was refreshing to see examples given in both OOP and traditional procedural programming (OOP is the devil's tool).
It IS good for getting farmiliar (I stress, farmiliar, not knowledgeable) with directX, but it is thoroughly useless for anyone wanting to write more than an instant messaging program with a hardware-accelerated spinning cube logo.
One last sore point, it is rather unpleasant to read, in the trying-too-hard way. The print is too large, giving the impression the 500 pages have been padded, to enforce this there is liberal use of white space. Obviously, the desired effect is to be easy to read through but it is much bulkier and harder to handle than it could be if the lines werent half an inch high.
It would have been much more satisfying to turn through if it was more condensed and less determined not to take itself seriously.
You can get much better than this. MUCH better.
The only bit I would complain about is why did they include a Direct 3D primer within the book ? Why didn't they just concentrate on the 3D side, and leave the rendering to other books ? Just a minor niggle, and I am sure the inclusion of thi section is a big plus point for others.
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