Networked Graphics: Building Networked Games and Virtual by Anthony Steed

By Anthony Steed

Networked Graphics equips programmers and architects with a radical grounding within the thoughts used to create actually network-enabled special effects and video games. Written for graphics/game/VE builders and scholars, it assumes no past wisdom of networking.

The textual content bargains a extensive view of what forms of diversified architectural styles are available in present platforms, and readers will study the tradeoffs achieve approach necessities on the net. It explains the rules of networked portraits, then explores genuine structures intensive, and at last considers criteria and extensions.

Numerous case stories and examples with operating code are featured during the textual content, overlaying groundbreaking educational learn and army simulation structures, in addition to industry-leading video game designs.

  • Everything designers want to know whilst constructing networked images and video games is roofed in a single quantity - no use to refer to a number of sources.
  • The many examples in the course of the textual content characteristic actual simulation code in C++ and Java that builders can use of their personal layout experiments.
  • Case experiences describing real-world platforms exhibit how necessities and constraints should be managed.

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Extra info for Networked Graphics: Building Networked Games and Virtual Environments

Sample text

Chapter 9 then talks about other networking components including higher-level protocols and more complex architectures. Part III: Real Systems. In this part we analyze in more depth specific NVE-related topics. In comparison to Part II which was about architecture and design, this is References 41 about coping with the network as it presents itself today. That is not to say that this material will become obsolete over time—never believe anyone who claims that bandwidth will solve all your problems—but there are real limitations of what can be done in a NVE.

Activeworlds Inc. 2. Active Worlds™ supports a number of parallel virtual universes. The original universe is AlphaWorld™. What distinguished AlphaWorld™ was its strong focus on community and world building. AlphaWorld™ is still available, and contains just over 200,000,000 user-created objects at the time of writing. Each world is indexed on a 2D grid, and you can teleport to any place on the grid with a simple teleport control. Each universe is hosted on a separate server, and universe servers can be for public or private use.

A sequel, EverQuest II®, was not as popular. World of Warcraft™ and Beyond At the time of writing, World of Warcraft™ dominates the MMORPG field with over 11,000,000 subscribers (MMOGChart, 2008). Released in late 2004, by Blizzard Entertainment®, it was based on an existing world and mythology that they had used in previous Warcraft® games. The basic back story and technology is similar to other MMORPGs, with a fantasy theme. 23). 23 Two scenes from World of Warcraft™ At this point we can note a few important and interesting properties of MMORPGs.

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