John.Wiley.and.Sons.Networking.and.Online.Games.Jun.2006.eBook-BBL

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2006-11-10

NFO

                                                                              
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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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b-245b01.zip1,39 MB
b-245b02.zip1,39 MB
b-245b03.zip697,31 KB