Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

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9780470018576: Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

Networking and Online Games Understanding the demands of games on IP networks is important for ISP engineers and technicians, and understanding the underlying network's capabilities is important for game developers. This book concisely draws together and illustrates the overlapping and interacting technical concerns of these two business sectors. Full description

Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.

Biographie de l'auteur :

Grenville Armitage Editor and contributing author GrenvilleArmitage is Director of the Centre for Advanced InternetArchitectures (CAIA) and Associate Professor of TelecommunicationsEngineering at Swinburne University of Technology, Melbourne,Australia. He received his Bachelor and PhD degrees in ElectronicEngineering from the University of Melbourne, Australia in 1988 and1994 respectively. He was a Senior Scientist in the InternetworkingResearch Group at Bellcore in New Jersey, USA (1994 to 1997) beforemoving to the High Speed Networks Research department at Bell LabsResearch (Lucent Technologies, NJ, USA). During the 1990s he wasinvolved in various Internet Engineering Task Force (IETF) workinggroups relating to IP Quality of Service (QoS). While looking forapplications that might truly require IP QoS he became interestedin multiplayer networked games after moving to Bell Labs ResearchSilicon Valley (Palo Alto, CA) in late 1999. Having lived in NewJersey and California he is now back in Australia enjoyingclose proximity to family, and teaching students that datanetworking research should be fascinating, disruptive and fun. Hisparents deserve a lot of credit for helping his love of technologybecome a rather enjoyable career.

Mark Claypool Contributing author Mark Claypool is anAssociate Professor in Computer Science at Worcester PolytechnicInstitute in Massachusetts, USA. He is also the Director of theInteractive Media and Game Development major at WPI, a 4–yeardegree in the principles of interactive applications andcomputer–based game development. Dr. Claypool earned M.S. and Ph.D.degrees in Computer Science from the University of Minnesota in1993 and 1997, respectively. His primary research interests includemultimedia networking, congestion control, and network games. Heand his wife have 2 kids, too many cats and dogs, and a bunch ofcomputers and game consoles. He is into First Person Shooter gamesand Real–Time Strategy games on PCs, Beat– em Up games onconsoles, and Sports games on hand–helds.

Philip Branch Contributing author Philip Branch is SeniorLecturer in Telecommunications Engineering within the Faculty ofInformation and Communication Technologies at Swinburne Universityof Technology. Before joining Swinburne he was a DevelopmentManager with Ericsson AsiaPacific Laboratories and before that, aResearch Fellow at Monash University where he conducted researchinto multimedia over access networks. He was awarded his PhD fromMonash University in 2000. He enjoys bushwalking with his youngfamily and playing very old computer games.

Quatrième de couverture :

The computer game industry is clearly growing in the direction ofmultiplayer, online games. Understanding the demands of games on IP(Internet Protocol) networks is essential for ISP (Internet ServiceProvider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network scapabilities is vital for game developers. 

Networking and Online Games concisely draws together andillustrates the overlapping and interacting technical concerns ofthese sectors. The text explains the principles behind modernmultiplayer communication systems and the techniques underlyingcontemporary networked games. The traffic patterns that moderngames impose on networks, and how network performance and servicelevel limitations impact on game designers and player experiences,are covered in–depth, giving the reader the knowledge necessary todevelop better gaming products and network services. Examples ofreal–world multiplayer online games illustrate the theorythroughout.

Networking and Online Games:

  • Provides a comprehensive, cutting–edge guide to the developmentand service provision needs of online, networked games.
  • Contrasts the considerations of ISPs (e.g. predicting trafficloads) 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., affectonline game–play experience, and how different game styles imposevarying traffic dynamics and requirements on the network.
  • Discusses future directions brought by emerging technologiessuch as UMTS (Universal Mobile Telephone Service), GPRS (GeneralPacket Radio Service), Wireless LANs, IP service Quality, andNAPT/NAT (Network Address Port Translation/Network AddressTranslation)
  • Illustrates the concepts using high–level examples of existingmultiplayer online games (such as Quake III Arena, WolfensteinEnemy Territory, and Half–Life 2).

Networking and Online Games will be an invaluableresource for games developers, engineers and technicians atInternet Service Providers, as well as advanced undergraduate andgraduate students in Electrical Engineering, Computer Science andMultimedia Engineering.

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Armitage, Grenville; Claypool, Mark; Branch, Philip
Edité par Wiley (2006)
ISBN 10 : 0470018577 ISBN 13 : 9780470018576
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Grenville Armitage, Mark Claypool, Philip Branch
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Description du livre John Wiley and Sons Ltd, United Kingdom, 2006. Hardback. État : New. 1. Auflage. 257 x 173 mm. Language: English . Brand New Book. 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. N° de réf. du libraire AAH9780470018576

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Grenville Armitage, Mark Claypool, Philip Branch
Edité par John Wiley and Sons Ltd, United Kingdom (2006)
ISBN 10 : 0470018577 ISBN 13 : 9780470018576
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Description du livre John Wiley and Sons Ltd, United Kingdom, 2006. Hardback. État : New. 257 x 173 mm. Language: English . Brand New Book. 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. N° de réf. du libraire AAH9780470018576

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Description du livre 2006. Hardcover. État : New. 1st. 176mm x 247mm x 19mm. Hardcover. 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 (Int.Shipping may be from multiple locations in the US or from the UK, depending on stock availability. 232 pages. 0.564. N° de réf. du libraire 9780470018576

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