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eBook Multiplayer Game Programming w/CD (Prima Tech's Game Development) epub

by LostLogic,Todd Barron

eBook Multiplayer Game Programming w/CD (Prima Tech's Game Development) epub
  • ISBN: 0761532986
  • Author: LostLogic,Todd Barron
  • Genre: Techno
  • Subcategory: Programming
  • Language: English
  • Publisher: Course Technology PTR; 1 edition (June 1, 2002)
  • Pages: 816 pages
  • ePUB size: 1588 kb
  • FB2 size 1625 kb
  • Formats mbr lrf docx mobi


Multiplayer Game Programming is the first technical guide to enable you to write a complete Internet-ready video game using DirectX 8. The . This item: Multiplayer Game Programming w/CD (Prima Tech's Game Development).

Multiplayer Game Programming is the first technical guide to enable you to write a complete Internet-ready video game using DirectX 8. The first part of the book covers the history of online gaming.

game engine, ready to make 3D or 2D games that may be sold commercially or otherwise C Game P. .Mark Collins, Linux Game Programming (Prima, 2001) The main problem with reading computer books.Multiplayer Game Programming w/CD (Prima Tech's Game Development). 58 MB·8 Downloads·New! is now no longer useful. That isn't saying much though: I doubt if any programming book written 8 years. Linux Game Programming w/CD (Prima Tech's Game Development). 44 MB·67 Downloads·New! Mark Collins, Linux Game Programming (Prima, 2001) The main problem with reading computer books. Game Theory and Its Applications.

This book was interesting back in 2001, but today DirectPlay is deprecated, so 80% of this book is now no longer useful

This book was interesting back in 2001, but today DirectPlay is deprecated, so 80% of this book is now no longer useful.

Items related to Multiplayer Game Programming w/CD (Prima Tech's. Todd Barron; LostLogic Multiplayer Game Programming w/CD (Prima Tech's Game Development). Multiplayer Game Programming is the first technical guide to enable you to write a complete Internet-ready video game using DirectX 8. The first part of the book covers the history of online gaming, the architecture of multiplayer games, basic networking, and an introduction to Visual C++ and Windows programming. After you cover the basics, you'll move on to sockets, DirectPlay, Direct3D, DirectAudio, and DirectInput programming, as well as multiplayer game design.

A technical guide that seeks to enable the reader to write a complete Internet ready video game. It reveals the techniques and secrets of online gaming technology, as well as the skills necessary to get involved in the video game industry.

Multiplayer Game Programming w/CD (Prima Tech's Game Development). by Todd Barron, LostLogic. Thinking, Fast and Slow. Also studied C++, game development (rasterization, lighting, quaternion camera rotation, matrix manipulation, frustum culling, binary space partitioning, NURBS, collision detection, physics, world management, networking, data structures, OpenGL, DirectX9), machine learning (FFBPNN), pathfinding (A ) while attending school. The first part of. 0761532986 (ISBN13: 9780761532989).

Multiplayer Game Programming is the first technical guide to enable you to write a complete Internet-ready video game using DirectX . The book offers a practical understanding of all the most critical software testing topics and their relationships and inter-dependencies. Категория: КНИГИ ПРОГРАММИРОВАНИЕ. The first part of the book covers the history of online gaming, the architecture of multiplayer games, basic networking, and an introduction to Visual C+.

New to game development? . Todd Baron actually THINKS this is true Don’t use TCP for a game. And I just bought a book about Multiplayer Game programming.

New to game development? Get started here. Todd Baron actually THINKS this is true. He continues by stating a few things that really tells me how BAD he knows the basic stuff about computers and programming. First of all he keeps all his member variables PUBLIC in all the classes he makes. Don’t use TCP for a game. 5. If all duplicated code is removed from the book, I would say only 80% of it remains.

Multiplayer Game Programming is the first technical guide to enable you to write a complete Internet-ready video game using DirectX 8. The first part of the book covers the history of online gaming, the architecture of multiplayer games, basic networking, and an introduction to Visual C++ and Windows programming. After you cover the basics, you'll move on to sockets, DirectPlay, Direct3D, DirectAudio, and DirectInput programming, as well as multiplayer game design. Whether you are new to game programming, or you have extensive game programming experience but want to break into the multiplayer phenomenon, this book is for you. Multiplayer Game Programming teaches you the skills necessary to create interactive, online games!
Comments: (7)
Thiama
This book was the answer to my prayers.
Although I have a fair bit of programming experience, I'm new to C++ and even newer to client/server programming. I've been digging through page after page after page of code from open-source games and other assorted game projects, and mostly getting swamped. This book and the CD with it saved my sanity.
After an overview of the field, it starts out with the simplest communication examples, and then builds from there. By the time you get to where you're putting the code to practical use, you thoroughly understand what it is, what it's doing, and why.
Todd Barron's friendly, programmer-to-programmer style made it much more enjoyable than the dry-as-dust books that you have to soak in water for an hour before reading. I emailed the author with a few questions, and had an answer the next morning. The answer I needed, I should add.
If you want to not just learn but understand the essentials of writing a multiplayer game, this is the book to start with.
Androwyn
Talk about false advertising. The title of this book should be "game programming for idiots." I bought this book hoping to find some insight into multi-player game design with an emphasis on massively multi-player applications, and what I got was a phonebook sized stack of paper that does an excellent job of explaining the issues involved without actually giving any solutions! Let me sum up the knowledge contained within...
When implementing a multiplayer game you can use a client-server or peer to peer architecture. Peer to peer results in more connections. And you might look into using sockets or DirectPlay, but you'll need to buy a different book to really understand what is going on...oh and with mmporpg applications you'll have to worry about zones and server boundaries, but how to solve those problems is left as a exercise for the reader!
Jozrone
The title of this book mislead me. I was sort of expecting a book focused on the multiplayer aspect of gaming, but a lot of it was focused on windows programming and concepts about game programming in general. So I was a little disappointed because I already knew much of the theory covered in the book, when I really just wanted to learn about network synchronization and stuff like that.
The mixture of levels of experience expected for this book is a little odd - I mean, most people have made a couple of games before they jump into multiplayer programming. However, if you're looking for a book to help you make your first a)windows program that uses b)DirectPlay or Winsock to have c) multiplayer functionality and don't know how to d) make a basic game engine, then this book is the book for you. o_O
Vonalij
I only have 1 semester of C programming under my belt, with no previous exposure to COM or WINAPI programming, but this book has done a great job of helping understand some of these concepts, as well as DirectX and what it is capable of...
I am currently about 2/3 of the way through the book and I have been typing out every program example... This has done wonders for my comprehension and understanding of the material. I would recommend this book for anyone who is new to programming and may not understand some of the more advanced concepts (such as operator overloading), but I think it would be good even for intermediate level as well... A great book all-around...
Bludworm
Didn't include a disc that was supposed to be included with the book. It would have been nice to know that upfront.
Kazimi
I wish there was a good mmorpg book for java developers. It eems like nothing is up to date and complete. Guess it is hard topic to cover in a book.
Jox
I love it
OK well I know many people who are really serious about game programming get turned off by the Lamothe books because they basically go over the same old 2d information over and over again, and never actually seem up to date. This book is up to date, and has good information. It uses DirectX 8.0, and actually goes into 3d programming which is nice. I personally do not care for the DirectPlay information, I like Sockets, but either way they are both there. I will go through the pro's and cons.
Pros:
Easy to read and understand
Has quite a bit of good information and history
Definately good as a reference book
Covers DPlay and Sockets
Covers D3D, which i believe is nice to have even though it doesnt pertain to the multiplayer end.
Great service, I emailed the author and he emailed back. Can be quite a useful thing
Cons:
The code is poorly documented in many spots. While it is explained afterward, it would be nice to have a lot more comments. (which is something that Lamothe does quite nicely in his books)
Not very much ACTUAL GAME SERVER type code.. I've practically read over the book already, and while I have a general idea of how I will get this going, I feel more like i'm adapting chat programs to make my game.
Not enough on sockets... The sockets information was just too vague to me.
The DirectPlay information seemed mostly like pasted information out of the SDK Documentation. Honestly, the reason I bought the book was because I didn't get what was in the documentation very well.
And lastly i'd like to see more information on actually obtaining and setting up your server for a MMORPG. Things like security, what type of connection to get and how to get it etc.
Well, the cons seem bigger than the pros, but its really not like that. Just be warned that there are only about 200 or 400 pages out of this 800 page book that really focus on the issue of writing your server. Really, i'd like to see a sequel that really delved into the advanced issues, and really layed out things like sockets.
OK well finally, i'm glad I bought this book. I enjoyed it, and still am. It's a good book definately, and the perks of it are nice. I just feel like I want more, and there is nowhere to get it as of now. Based on this book, I would buy a sequel if it was put out. If I had it to do again, i'd buy this book again. Enough said, if you want to program games, buy this book. It's one you need on your shelf, as well as "Tricks Of The Windows Programming Gurus", and your most MOST important resource, the DirectX SDK. Because most of these books out today are just people who read and interpret the samples from it, and just print em out in a book. I learned most of the stuff from the SDK.
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