The Practical Guide to Building Reliable Networked Multiplayer Games
Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game.
First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud.
This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games.
Coverage includes
About the Website C++ source code for all examples is available at github.com/MultiplayerBook. Instructors will also find a full set of PowerPoint slides and a sample syllabus.
Multiplayer Game Programming is a detailed investigation of networked multiplayer game engineering. A guided tour through the trials and challenges of building a robust multiplayer architecture, this book provides explanations and in-depth working examples of all the engine-level systems needed in a multiplayer game.
Joshua Glazer and Sanjay Madhav begin with a discussion of the fundamental protocols that drive the Internet, and continue through several important topics including: the implementation of basic communication between computers, efficiently transmitting game state over the network, different network topologies and their tradeoffs, and implementing matchmaking and other game services.
Concepts are discussed with respect to their place in the overall game engine’s architecture, while striking a balance between performance and maintainability. Game engine examples are provided in C++ with commentary on changes necessary when using other languages. Cloud-based examples are written in JavaScript for node.js deployment. Database examples are written for MongoDB. For further study, the full source code for all examples is available online.
Although designed to accompany a university level course, this book provides a thorough introduction to the topic for all programmers interested in entering the field of multiplayer game engine development. Gameplay and high level programmers in the industry will also benefit from reading this book, as it provides a complete picture of the fundamental systems necessary to support multiplayer code.
Topics covered include:
• The TCP/IP stack
• The Berkeley Sockets API
• Serialization
• Generalized Object Replication
• Network Topologies
• Lockstep Algorithms
• Client Side Prediction
• Cloud Based Game Services
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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