Development and Deployment of Multiplayer Online Games, Part ARCH. Architecture (Vol. I-III)

Por um escritor misterioso
Last updated 21 novembro 2024
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
What's the Big Idea? The idea behind this book is to summarize the body of knowledge that already exists on multiplayer games but is not available in one single place. And quite a few of the issues discussed within this series (planned as three nine volumes ~300 pages each), while known in the industry, have not been published at all (except for maybe in discussion forums). Programming and deploying an MOG is a daunting task, and having a frame of reference is usually quite helpful — "hey, those guys have already tried this, and it worked for them." Vol. I-III of the series are about MOG Architecture. In Vol. I, we will discuss general issues such as GDD - as well as Communicaton flows. In Vol. II and Vol. III - we'll proceed to discussing Client-Side and Server-Side Architecture respectively. Shameless Plug The book has got endorsements from quite a few people known in the industry, including people from Amaya, Lloyds Bank, Lionhead Studios, BlueByte (Ubisoft Studio), Lightstreamer, Plarium, and (formerly) Zynga. For the endorsements themselves please see Kickstarter campaign. And speaking of crowdfunding - the book has already been funded on Kickstarter and Indiegogo - with over 800 backers total (and counting). BTW, here on Leanpub the deal is exactly the same as an ongoing InDemand campaign on Indiegogo - $20 for Vol. I-III together with an early access (though on Indie there is also an option to pre-order paperback or even hardcover). Since When Are Rabbits Programming?? I cannot speak for all of rabbitkind, but this particular hare has gone alongside my writings for quite a while now. He was born as "No MT Bugs" Hare in 2010, in an Overload article titled "Single-Threading: Back to the Future?"Therefore, there is evidence that this particular rabbit has been programming at least since 2010. Yes, he has changed his appearance, but deep inside, he is still the very same bunny with a naïve idea of making programs less buggy. BTW, the character is created by Sergey Gordeev, a guy with many animation awards, known (among other things) for being a director of some of the Animated Mr. Bean series. Who Is this Book For? The book is intended for those intermediary developers who want to become senior ones, and for senior developers and up. I expect that the book will also be useful for decision-makers, from PMs all the way up to CEOs — so if you by any chance know one, please make sure to give her a link to this page ;-).  On the other hand, if you are working on your first programming project, this book will probably be too difficult for you. There will be no explanation on what event-driven programming is all about, what's the difference is between optimistic locking and pessimistic locking, why you need a source control system, and so on. Instead, there will be discussions on how the concept of futures fits into event-driven programming, when the use of optimistic locking makes sense for games, and how to use source control in presence of unmergeable files.  In the same spirit, the book is not intended to be a CD to copy-paste your sample MOG from. Instead, the book aims to help you write your own code that is tailored to your own needs, and tries to advise on the available choices at most of the junctions. Further InfoFor further info - and probably most importantly, ToCs - please visit pages of individual volumes.
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Mark Wilds (@MarkWilds) / X
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Contents of “Development and Deployment of Multiplayer Online
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
The realm of metaverse: A survey - Venugopal - 2023 - Computer
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Designing a Distributed System for an Online Multiplayer Game
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Development and Deployment of Multiplayer by Hare, 'No Bugs
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Contents of “Development and Deployment of Multiplayer Online
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Killzone's Servers: Flexible Architecture and Component-Based
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
20 Best Game Development Books of All Time - BookAuthority
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
PDF) A Comparison of Architectures in Massive Multiplayer Online Games
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Multiplayer Game Programming: Architecting Networked
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
aae2016 Publication Volume 2 by The Bartlett School of
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
The Most Comprehensive Book on Multiplayer Game Development by 'No
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
3D Java web-based games development and deployment
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Updates Shroud of the Avatar
Development and Deployment of Multiplayer Online Games, Part ARCH.  Architecture (Vol. I-III)
Overview of cloud game infrastructure

© 2014-2024 likytut.eu. All rights reserved.