Multiplayer Game Programming

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Author :
Publisher : Addison-Wesley Professional
ISBN 13 : 0134034341
Total Pages : 720 pages
Book Rating : 4.1/5 (34 download)

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Book Synopsis Multiplayer Game Programming by : Josh Glazer

Download or read book Multiplayer Game Programming written by Josh Glazer and published by Addison-Wesley Professional. This book was released on 2015-11-20 with total page 720 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Making Multiplayer Online Games

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Author :
Publisher : Scribl
ISBN 13 : 1952635004
Total Pages : 302 pages
Book Rating : 4.9/5 (526 download)

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Book Synopsis Making Multiplayer Online Games by : Stephen Gose

Download or read book Making Multiplayer Online Games written by Stephen Gose and published by Scribl. This book was released on 2016-11-07 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for the Phaser MMO Gaming Framework! * Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level. * Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code. * Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain. * Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. * How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! * How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")! * How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.

Development and Deployment of Multiplayer Online Games, Vol. I

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Author :
Publisher : Ithare.com Website Gmbh
ISBN 13 : 9783903213067
Total Pages : 332 pages
Book Rating : 4.2/5 (13 download)

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Book Synopsis Development and Deployment of Multiplayer Online Games, Vol. I by : 'No Bugs' Hare

Download or read book Development and Deployment of Multiplayer Online Games, Vol. I written by 'No Bugs' Hare and published by Ithare.com Website Gmbh. This book was released on 2017-07 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together. The series is highly praised by prominent representatives of the multiplayer gamedev industry. An "Early Praise" page within the book lists several testimonials by people from billion-dollar and/or AAA companies with job titles ranging from Managing Director and CTO to Backend Technical Director and Principal Software Engineer. Genres: From Social Games to MMOFPS, with Stock Exchanges In Between. Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social games to MMORPGs and MMOFPS. While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board. Level: Intermediate+. This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from). Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects. In particular, there is no explanation of what event-driven programming is about, what the difference is between optimistic locking and pessimistic locking, why do 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 the presence of unmergeable files. This Volume: Vol. I Vol. I starts Part ARCH(itecture), and includes three Chapters. Chapter 1 discusses Game Design Document (GDD) - mostly concentrating on its multiplayer specifics of GDDs. Chapter 2 explores the all-important aspects of cheating - which is virtually non-existent in single-player games and games between friends, but plays an enormous role in multiplayer games; the resulting analysis leads to Authoritative Server architectures (note that discussion on implementing anti-cheating measures is much longer than it is possible to fit into Vol. I, and will take the whole Vol. VIII). The largest chapter of Vol. I, Chapter 3, is dedicated to typical multiplayer communication flows. Along the course of this discussion, it will cover lots of different topics, including such different things as Client-Side Prediction, Low-Latency Compressible State Sync, Lag Compensation and its dangers, and Inter-DB Async Transfer with Transactional Integrity

Multiplayer Game Programming

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Author :
Publisher :
ISBN 13 : 9780134034355
Total Pages : pages
Book Rating : 4.0/5 (343 download)

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Book Synopsis Multiplayer Game Programming by : Joshua L. Glazer

Download or read book Multiplayer Game Programming written by Joshua L. Glazer and published by . This book was released on 2016 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Development and Deployment of Multiplayer Online Games, Vol. II

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Author :
Publisher : Nerds for Nerds Publishing Gmbh
ISBN 13 : 9783903213159
Total Pages : 438 pages
Book Rating : 4.2/5 (131 download)

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Book Synopsis Development and Deployment of Multiplayer Online Games, Vol. II by : 'No Bugs' Hare

Download or read book Development and Deployment of Multiplayer Online Games, Vol. II written by 'No Bugs' Hare and published by Nerds for Nerds Publishing Gmbh. This book was released on 2020-04 with total page 438 pages. Available in PDF, EPUB and Kindle. Book excerpt: Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together. The series is highly praised by prominent representatives of the multiplayer gamedev industry. An "Early Praise" page within the book lists several testimonials by people from billion-dollar and/or AAA companies with job titles ranging from Managing Director and CTO to Backend Technical Director and Principal Software Engineer. Genres: From Social Games to MMOFPS, with Stock Exchanges In Between. Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social games to MMORPGs and MMOFPS. While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board. Level: Intermediate+. This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from). Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects. In particular, there is no explanation of what event-driven programming is about, what the difference is between optimistic locking and pessimistic locking, why do 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 the presence of unmergeable files. This Volume: Vol. II Vol. II continues Part ARCH(itecture), and includes four Chapters. Chapter 4 discusses choices between DIY elements of your game and re-using 3rd-party ones, advocating for "responsible re-use". Chapter 5 explores (Re)Actors - which can be seen as a generalization of classical game loop, and allow to handle all the kinds of games, including, but not limited to, simulations. Special attention is paid to (Re)Actor goodies such as replay and production post-factum analysis. Chapter 6 concentrates on Client-Side Architecture - both generic and (Re)Actor-based. Note that serious discussion of the graphics is beyond the scope. Chapter 7 is aimed at those development teams who want to re-use popular existing engines (such as Unity 5, UE4, Lumberyard, or Urho3D) to develop an MOG. Various 3rd-party communication libraries (including Photon and SmartFoxServer) are also discussed in this context.

Programming Multiplayer Games

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Author :
Publisher : Wordware Publishing, Inc.
ISBN 13 : 1556220766
Total Pages : 576 pages
Book Rating : 4.5/5 (562 download)

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Book Synopsis Programming Multiplayer Games by : Andrew Mulholland

Download or read book Programming Multiplayer Games written by Andrew Mulholland and published by Wordware Publishing, Inc.. This book was released on 2004 with total page 576 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers all the major aspects and theory behind creating a fully functional network game, from setting up a stable MySQL back-end database for storing player information to developing a reusable TCP/IP network library for online games as well as developing web-based server interfaces. This title focuses on sockets rather than DirectPlay, which allows for multiplatform development as opposed to developing game servers solely for Windows-based servers and focuses on MySQL and PHP4 as development tools as well as the multiplatform use of OpenGL. Includes CD.

Networking and Online Games

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470030461
Total Pages : 232 pages
Book Rating : 4.4/5 (7 download)

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Book Synopsis Networking and Online Games by : Grenville Armitage

Download or read book Networking and Online Games written by Grenville Armitage and published by John Wiley & Sons. This book was released on 2006-08-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Unity Multiplayer Games

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Author :
Publisher : Packt Pub Limited
ISBN 13 : 9781849692328
Total Pages : 242 pages
Book Rating : 4.6/5 (923 download)

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Book Synopsis Unity Multiplayer Games by : Alan Stagner

Download or read book Unity Multiplayer Games written by Alan Stagner and published by Packt Pub Limited. This book was released on 2013-11 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.

The Essential Guide to Creating Multiplayer Games with Godot 4.0

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1803238364
Total Pages : 326 pages
Book Rating : 4.8/5 (32 download)

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Book Synopsis The Essential Guide to Creating Multiplayer Games with Godot 4.0 by : Henrique Campos

Download or read book The Essential Guide to Creating Multiplayer Games with Godot 4.0 written by Henrique Campos and published by Packt Publishing Ltd. This book was released on 2023-12-22 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Level up your Godot 4 networking skills with this comprehensive guide featuring dedicated servers and persistent worlds, illustrated with key images in color Key Features Ensure player synchronization and coexistence in a game world Mitigate latency in your multiplayer games to design a seamless shared experience Optimize and debug your games using profilers and monitors to visualize performance Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionThe Essential Guide to Creating Multiplayer Games with Godot 4.0 guides you in exploring the built-in network API for online multiplayer games, offering practical knowledge through concrete use cases. Throughout the book, you'll assume the role of a network engineer in a fictional indie game studio, tackling real-world requests from your peers and gaining expertise in adding new network features to the studio's games. Following step-by-step instructions, you’ll go from making your first network handshake to optimizing online gameplay. You’ll learn how to sync players and pass data over the internet as you add online multiplayer features to a top-down shooter adventure game. This book puts you in a fictional game project team where you set up your first online server before advancing to creating an online chat system and transitioning local gameplay to go online. With a focus on implementing multiplayer features, you’ll create shared world adventures and learn optimization techniques to allow more players to join your virtual world. By the end of this book, you’ll have learned how to set up a client-server network, implement remote procedure calls (RPCs), sync node properties remotely, and optimize your games to create smooth online multiplayer experiences.What you will learn Understand the fundamentals of networking and remote data exchange between computers Use the Godot game engine’s built-in API to set up a network for players Master remote procedure calls and learn how to make function calls on objects remotely Enhance your GDScript proficiency to get the most out of this powerful language Explore industry-standard solutions for common online multiplayer challenges Improve your networking skills and discover how to turn single-player games into multiplayer experiences Who this book is for If you’re involved in game development with Godot and want to add multiplayer capabilities to enrich the shared gaming experience, then this book is for you. You’ll also find this book useful if you’re a network engineer looking to gain hands-on experience with practical projects. To get the most out of this book, a prior understanding of the Godot Engine design philosophy, the GDScript programming language, the SceneTree structure, and how nodes work is essential.

Developing Online Games

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Author :
Publisher : New Riders
ISBN 13 : 9781592730001
Total Pages : 532 pages
Book Rating : 4.7/5 (3 download)

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Book Synopsis Developing Online Games by : Jessica Mulligan

Download or read book Developing Online Games written by Jessica Mulligan and published by New Riders. This book was released on 2003 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games. Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).

Unity Networking Fundamentals

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Author :
Publisher : Apress
ISBN 13 : 9781484273579
Total Pages : 266 pages
Book Rating : 4.2/5 (735 download)

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Book Synopsis Unity Networking Fundamentals by : Sloan Kelly

Download or read book Unity Networking Fundamentals written by Sloan Kelly and published by Apress. This book was released on 2021-11-14 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn the fundamentals of networking with Unity and C#. This book covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture. The book provides the basics of networking, sockets, TCP vs. UDP, client-server architecture, serialization, RESTful APIs, network latency, and client-side prediction. Projects are presented to illustrate the concepts, including a chat client/server overlay for your game, and a 3D maze game that allows up to four players to connect over the network. By the end of the book, you will be familiar with low-level networking concepts such as protocols and architecture as well as high-level knowledge on how to create applications that use a client/server architecture for multiplayer games. What You Will Learn Know the difference between TCP and UDP, and the pros and cons of these protocols Create client-server multiplayer games in Unity using C# Receive and process data from a remote server using RESTful APIs Understand latency and how to mitigate its impact Who This Book Is For Readers familiar with Unity and C# development who want to create multiplayer games

Massively Multiplayer Game Programming With Unity 3d and Mirror

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Author :
Publisher :
ISBN 13 : 9780228844105
Total Pages : 512 pages
Book Rating : 4.8/5 (441 download)

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Book Synopsis Massively Multiplayer Game Programming With Unity 3d and Mirror by : Chihming Chiu

Download or read book Massively Multiplayer Game Programming With Unity 3d and Mirror written by Chihming Chiu and published by . This book was released on 2021-05-28 with total page 512 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nowadays, online gaming has become a multi-billion-dollar industry, but in the past, it took a lot of time and manpower to develop an MMOG (massively multiplayer online game). This is because MMOG is a very complex system, and the development of a fastpaced online action game requires further technical considerations. After reading books and tutorials related to online game design, many readers are still unable to develop a multiplayer online game because the current books on the market are all focused on the technical discussion, but lack a complete and coherent example. This book adopts a new way to explore this complex topic; that is, a working online game example is focused and comes with programming details to verify the theoretical discussion. The reason why it can be presented in this way is based on my work over a decade as both a professional game developer and a lecturer of multimedia and game development at several universities in Taiwan. Over the years, our team has accumulated experience and achievements in making online games, and obtained good results in related online game-design competitions. This book aims to share our experience with anyone interesting in making MMOGs. If you have some experience in any programming language and want to know how to implement a massively multiplayer online game, this book is perfect for you. In the first part of this book, the essentials of the C# programming language, which is currently the main script language of the Unity game engine, is covered, followed by exploring the C# Object-Oriented Programming techniques required in the later chapters. After you become familiar with programming in C#, further examples are provided in the rest of this book to guide you to build and host an MMOG. If you are an experienced Unity game developer who is interesting in MMOG development, this book is also useful. C# network and multithreaded programming are introduced in the second part to help the readers understanding the fundamentals in the network library, like the UNet or Mirror used in this book. Also, a dedicated chapter for mobile online game development covers the details of porting your MMOG to the largest gaming platform. Through the provided working examples, you'll not only understand the details in implementing an MMOG but also can apply the techniques presented in this book to the other networking libraries or game engines.

Online Multiplayer Games

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Author :
Publisher : Morgan & Claypool Publishers
ISBN 13 : 1608451429
Total Pages : 105 pages
Book Rating : 4.6/5 (84 download)

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Book Synopsis Online Multiplayer Games by : William Sims Bainbridge

Download or read book Online Multiplayer Games written by William Sims Bainbridge and published by Morgan & Claypool Publishers. This book was released on 2010 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Make Your Own MMORPG

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Author :
Publisher :
ISBN 13 : 9780983171607
Total Pages : 208 pages
Book Rating : 4.1/5 (716 download)

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Book Synopsis Make Your Own MMORPG by : Aaron C. Callahan

Download or read book Make Your Own MMORPG written by Aaron C. Callahan and published by . This book was released on 2011 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever been playing a MMORPG and thought to yourself, "I could make an awesome MMORPG if I had the right tools and a bit of help." If so, then this book is for you! Starting with the planning phase, you will be shown step-by-step how to design, launch and run your own game. You will learn how to create a game design document detailing every aspect of your game; design your game world and populate it with characters, items and quests; plan your game's factions, races, classes, professions, mounts, shops and more; balance your game so that it is challenging but fun; implement a consistent game economy and keep it running smoothly; generate income from your game; maintain and grow your game after it launches; successfully market your game in order to attract new players; manage your growing community of players, keeping them happy and involved; deal with deviant or malicious players and handle hacks, bugs and exploits; and how to outsource difficult programming or graphic design duties. A robust and thorough resources section is included which details every tool, website and program mentioned in the book. You will also find a treasure trove of other resources and indispensable tools not specifically mentioned in the book. Last but not least, by purchasing this book, you will gain access to the companion website where you will find invaluable guides, templates, tools, reviews, examples, recommendations and a growing community of like-minded designers willing to offer help and advice.

Developer's Guide to Multiplayer Games

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Author :
Publisher : Wordware Publishing
ISBN 13 : 9781556228681
Total Pages : 110 pages
Book Rating : 4.2/5 (286 download)

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Book Synopsis Developer's Guide to Multiplayer Games by : Andrew Mulholland

Download or read book Developer's Guide to Multiplayer Games written by Andrew Mulholland and published by Wordware Publishing. This book was released on 2001-08 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is one of the few books on the market that provides the programmer and developer with the details of creating computer games on the Internet with special focus on MYSQL and Perl.

Multiplayer Game Programming

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Author :
Publisher : Cengage Learning
ISBN 13 : 9781592002566
Total Pages : 784 pages
Book Rating : 4.0/5 (25 download)

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Book Synopsis Multiplayer Game Programming by : Todd Barron

Download or read book Multiplayer Game Programming written by Todd Barron and published by Cengage Learning. This book was released on 2001 with total page 784 pages. Available in PDF, EPUB and Kindle. Book excerpt:

INVESTING CARDANO JUST LIKES PLAYING A MULTIPLAYER ONLINE GAME

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Author :
Publisher : Kelvin Trinh
ISBN 13 :
Total Pages : 32 pages
Book Rating : 4./5 ( download)

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Book Synopsis INVESTING CARDANO JUST LIKES PLAYING A MULTIPLAYER ONLINE GAME by : Kelvin Trinh

Download or read book INVESTING CARDANO JUST LIKES PLAYING A MULTIPLAYER ONLINE GAME written by Kelvin Trinh and published by Kelvin Trinh. This book was released on 2021-09-19 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Blockchain is an amazing technology. Technology of the future. And representing Blockchain technology in financial payment is Bitcoin and other Alt Coins. Five years ago Bitcoin went to $20,000 and then dropped to $3,000, making everyone panic. April 2021 Bitcoin once again surpassed $20,000 and reached the $64,000 mark, making the financial world almost explode in terms of the return that investing in it brings. Not to mention other Alt Coins also grew amazingly. Cardano is a coin with such an impressive growth rate. I know that you bought and read this book because you love Cardano and want to invest in it. Me too. Must love, must be passionate about something, then we can live with it. However, between love, like, buy, hold and profitable investment analysis is a completely different matter. Are you passionate about blockchain technology, Cardano of course, but it would be great if you knew how to learn, own and profit from this passion, right? To do that, you must understand technical analysis and master the psychology of investing in any financial product. Unfortunately, gaining knowledge and experience in this field is an arduous process and takes a lot of time and effort. I've been there and gone through this, so I sympathize with you and did my best to compile this book. I have kept this book as simple as possible. Distilled in it many years of observation and experimentation in the market to come up with a trading plan that I believe will help you shorten the arduous road ahead. It will be a long road, but then you'll find yourself a whole new person. A person who confidently goes with the technology of the times. Good luck.