Free Ebook Multiplayer Game Programming: Architecting Networked Games (Game Design)
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Multiplayer Game Programming: Architecting Networked Games (Game Design)
Free Ebook Multiplayer Game Programming: Architecting Networked Games (Game Design)
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Review
“For any aspiring game programmer, this book is a must read! Glazer and Madhav are some of the best at explaining these critical multiplayer concepts. I look forward to their next book!” —ZACH METCALF, Game Programmer at Rockstar Games and USC Games Alum
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About the Author
Joshua Glazer is a cofounder and CTO of Naked Sky Entertainment, the independent development studio behind console and PC games such as RoboBlitz, MicroBot, Twister Mania, and more recently, the mobile hits Max Axe and Scrap Force. As a leader of the Naked Sky team, he has consulted on several external projects including Epic Games’ Unreal Engine, Riot Games’ League of Legends, THQ’s Destroy All Humans franchise, and numerous other projects for Electronic Arts, Midway, Microsoft, and Paramount Pictures. Joshua is also a part-time lecturer at the University of Southern California, where he has enjoyed teaching courses in multiplayer game programming and game engine development. Sanjay Madhav is a senior lecturer at the University of Southern California, where he teaches several programming and video game programming courses. His flagship course is an undergraduate-level game programming course that he has taught since 2008, but he has taught several other course topics, including game engines, data structures, and compiler development. He is also the author of Game Programming Algorithms and Techniques. Prior to joining USC, Sanjay worked as a programmer at several video game developers, including Electronic Arts, Neversoft, and Pandemic Studios. His credited games include Medal of Honor: Pacific Assault, Tony Hawk’s Project 8, Lord of the Rings: Conquest, and The Saboteur—most of which had networked multiplayer in one form or another.
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Product details
Series: Game Design
Paperback: 384 pages
Publisher: Addison-Wesley Professional; 1 edition (November 29, 2015)
Language: English
ISBN-10: 0134034309
ISBN-13: 978-0134034300
Product Dimensions:
7 x 0.8 x 9 inches
Shipping Weight: 1.2 pounds (View shipping rates and policies)
Average Customer Review:
4.0 out of 5 stars
10 customer reviews
Amazon Best Sellers Rank:
#419,430 in Books (See Top 100 in Books)
For the price, it's a thin book. It's got low level information that a complete novice might need (like how the internet/networking works), but that just makes the book even thinner. I bought it thinking I would be getting a book chock full of "tips" and guidance from experts in the industry. The authors put effort into this book, for sure. This book isn't advertised as a beginner (to intermediate) book--which is what it is.But, if you're looking to get ADVANCED or EXPERT knowledge that isn't already found for free on the internet, this book is not for you. It's just "here's how sockets work, here's how you serialized data, here's some ideas on synchronizing data across systems." Nothing exotic. Nothing like a Game Programming Gems book, or a Tricks of the Game Programming Gurus kind of thing.
Crisp, full of useful of to-the-point advice. Great review for somebody who is already an engineer, wanting to understand how to go about building their own game while wasting as little time as possible. The code samples seem great too. Really happy with the book!Caveat emptor: this book is not meant for somebody who doesn't know programming. You're supposed to be already pretty good at it when you pick it up. I already knew about networking and was looking specifically for networking recipes for gaming - this is a very complex subject that is well covered here. This is not the book you want if you are either an artist or a very inexperienced developer. This is not an intro textbook but a reference for the experienced programmer.
There isn't another book quite like this one, giving a very nice (albeit somewhat surface-level) overview of multiplayer game networking implementation. In hand with it's bibliography, one can probably muddle their way through learning enough to write reasonably good multiplayer game netcode.
It touched the most important network issues on networked games.
Great book to review basic networking concepts and to see practical implementation of useful C++ classes that solve not-so-basic problems that every multiplayer game has.
This book shows how you can build a server architecture that blends seamlessly into your client code. I highly recommend it for anyone that wants to add some sort of real time multiplayer component to their game.
A good introduction, but the chapters on Internet and Sockets (which made of nearly one-fifth of the book) are really not necessary.
I expected this book to be more about how-to write or design a multiplayer game; but contained too much historical content to be useful. I am in the process of returning the item.
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