MUD Game Programming
Author | : Ron Penton |
Publisher | : |
Total Pages | : 704 |
Release | : 2003 |
Genre | : |
ISBN | : 9789781931840 |
Download MUD Game Programming Book in PDF, ePub and Kindle
Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Mud Game Programming PDF full book. Access full book title Mud Game Programming.
Author | : Ron Penton |
Publisher | : |
Total Pages | : 704 |
Release | : 2003 |
Genre | : |
ISBN | : 9789781931840 |
Author | : Ron Penton |
Publisher | : |
Total Pages | : 704 |
Release | : 2003 |
Genre | : |
ISBN | : 9789781931840 |
Author | : Andrew Busey |
Publisher | : Sams |
Total Pages | : 519 |
Release | : 1995-01-01 |
Genre | : Computers |
ISBN | : 9780672307232 |
Two MUD wizards with years of experience in playing and programming MUDs now teach readers how to play MUDs, create characters, and program new MUDs. Busey and Poirier walk readers through the process of telneting to a MUD, and explore the different kinds of MUDs, MOOs, and MUCKs in detail.
Author | : Richard A. Bartle |
Publisher | : New Riders |
Total Pages | : 768 |
Release | : 2004 |
Genre | : Computers |
ISBN | : 9780131018167 |
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Author | : Josh Glazer |
Publisher | : Addison-Wesley Professional |
Total Pages | : 721 |
Release | : 2015-11-20 |
Genre | : Computers |
ISBN | : 0134034341 |
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 How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud 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.
Author | : Ron Penton |
Publisher | : Course Technology |
Total Pages | : 318 |
Release | : 2005 |
Genre | : Computers |
ISBN | : 9781592005178 |
Are you ready to try your hand at programming games using C#? "Beginning C# Game Programming" is your ideal introductory guidedesigned to jumpstart your experience with C# and DirectX 9. It includes the fundamental topics youll need to know and covers additional topics that youll find helpful along the way. Begin with a comprehensive look at programming with C#from the basics of classes to advanced topics such as polymorphism and abstraction. Then its on to DirectX 9 as you learn how to create a basic framework and a Direct3D device. Youll also cover DirectSound and DirectInput. Put your newfound knowledge to the test as you program a complete game!
Author | : Elizabeth Noll |
Publisher | : Bellwether Media |
Total Pages | : 24 |
Release | : 2019-08-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 168103574X |
From typing your name to playing a song, everything you do on computers uses code. But how do computers understand what we’re telling them? This engaging title introduces young readers to programming languages, binary code, and the history of early programming.
Author | : Loki Software, Inc |
Publisher | : No Starch Press |
Total Pages | : 435 |
Release | : 2001 |
Genre | : Computers |
ISBN | : 1886411492 |
Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community.
Author | : T. L. Taylor |
Publisher | : MIT Press |
Total Pages | : 206 |
Release | : 2009-02-13 |
Genre | : Computers |
ISBN | : 0262250543 |
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
Author | : Mat Buckland |
Publisher | : Jones & Bartlett Learning |
Total Pages | : 522 |
Release | : 2005 |
Genre | : Computers |
ISBN | : 9781556220784 |
This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.