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John Wiley and Sons Networking and Online Games Jun 2006 eBook
Full name: John.Wiley.and.Sons.Networking.and.Online.Games.Jun.2006.eBook-BBL.nfo
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b i b l i o t h e c a - i s - o p e n - t o d a y
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Networking and Online Games: Understanding and Engineering Multiplayer
Internet Games (c) by John Wiley & Sons publisher
The PDF eBook with ISBN: 0470018577 and Pub Date: June 05, 2006
Was successfully packed into: 03 disks by size 1.44mb
It became possible on: 11/10/2006
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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
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
Networking and Online Games:
- Provides a comprehensive, cutting-edge guide to the development and
- Contrasts the considerations of ISPs (e.g. predicting traffic loads)
with those of game developers (e.g. sources of lag/jitter), clarifying
- 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
- 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
- Illustrates the concepts using high-level examples of existing
multiplayer online games (such as Quake III Arena, Wolfenstein Enemy
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.
http://www.amazon.com/exec/obidos/tg/detail/-/0470018577/
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