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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.
- Sales Rank: #540831 in Books
- Published on: 2015-11-29
- Original language: English
- Number of items: 1
- Dimensions: 8.90" h x .90" w x 6.90" l, .0 pounds
- Binding: Paperback
- 384 pages
Review
“For any aspiring game programmer, this book is a must read! Glazer and Madhav are some of the best at explaining these critical multiplayer concepts. I look forward to their next book!”
—ZACH METCALF, Game Programmer at Rockstar Games and USC Games Alum
About the Author
Joshua Glazer is a cofounder and CTO of Naked Sky Entertainment, the independent development studio behind console and PC games such as RoboBlitz, MicroBot, Twister Mania, and more recently, the mobile hits Max Axe and Scrap Force. As a leader of the Naked Sky team, he has consulted on several external projects including Epic Games’ Unreal Engine, Riot Games’ League of Legends, THQ’s Destroy All Humans franchise, and numerous other projects for Electronic Arts, Midway, Microsoft, and Paramount Pictures.
Joshua is also a part-time lecturer at the University of Southern California, where he has enjoyed teaching courses in multiplayer game programming and game engine development.
Sanjay Madhav is a senior lecturer at the University of Southern California, where he teaches several programming and video game programming courses. His flagship course is an undergraduate-level game programming course that he has taught since 2008, but he has taught several other course topics, including game engines, data structures, and compiler development. He is also the author of Game Programming Algorithms and Techniques.
Prior to joining USC, Sanjay worked as a programmer at several video game developers, including Electronic Arts, Neversoft, and Pandemic Studios. His credited games include Medal of Honor: Pacific Assault, Tony Hawk’s Project 8, Lord of the Rings: Conquest, and The Saboteur—most of which had networked multiplayer in one form or another.
Most helpful customer reviews
9 of 9 people found the following review helpful.
full of useful of to-the-point advice
By B. Figares
Crisp, full of useful of to-the-point advice. Great review for somebody who is already an engineer, wanting to understand how to go about building their own game while wasting as little time as possible. The code samples seem great too. Really happy with the book!
Caveat emptor: this book is not meant for somebody who doesn't know programming. You're supposed to be already pretty good at it when you pick it up. I already knew about networking and was looking specifically for networking recipes for gaming - this is a very complex subject that is well covered here. This is not the book you want if you are either an artist or a very inexperienced developer. This is not an intro textbook but a reference for the experienced programmer.
1 of 1 people found the following review helpful.
Four Stars
By YCTang
A good introduction, but the chapters on Internet and Sockets (which made of nearly one-fifth of the book) are really not necessary.
4 of 6 people found the following review helpful.
I highly recommend it for anyone that wants to add some sort ...
By Derek Lemonjello
This book shows how you can build a server architecture that blends seamlessly into your client code. I highly recommend it for anyone that wants to add some sort of real time multiplayer component to their game.
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