Networked Games

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Multiplayer Game Programming

Author : Josh Glazer
ISBN : 0134034309
Genre : Computers
File Size : 41.80 MB
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"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."--Publisher.
Category: Computers

Networked Virtual Environments

Author : Sandeep Singhal
ISBN : UOM:39015048938040
Genre : Computers
File Size : 40.55 MB
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Introduction to the principles and practices underlying state-of-the-art applications in this emerging field.
Category: Computers

Networked Graphics

Author : Anthony Steed
ISBN : 0080922236
Genre : Computers
File Size : 31.61 MB
Format : PDF, Kindle
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Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources. The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments. Case studies describing real-world systems show how requirements and constraints can be managed.
Category: Computers

Unity Multiplayer Games

Author : Alan R. Stagner
ISBN : 9781849692335
Genre : Computers
File Size : 77.4 MB
Format : PDF
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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.
Category: Computers

Networked Services And Applications Engineering Control And Management

Author : Finn Arve Aagesen
ISBN : 9783642139710
Genre : Computers
File Size : 25.84 MB
Format : PDF
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The EUNICE (European Network of Universities and Companies in Information and Communication technology) (http://www.eunice-forum.org) mission is to jointly - velop and promote the best and most compatible standard of European higher edu- tion and professionals in ICT by increasing scientific and technical knowledge in the field of ICT and developing their applications in the economy. The EUNICE Wo- shop is an annual event. This year the workshop was sponsored by IFIP TC 6 WG 6.6: Management of Networks and Distributed Systems. Eight years ago, the seventh edition of the EUNICE workshop took place in Tro- heim with the topic “Adaptable Networks and Teleservices.” Since then “adaptability” has become a topic which is found in most ICT conferences. The concept teleservices, which is a telecommunication domain concept from the 1980s, has been lifted out of the telecom community and is now found with new and sometimes mysterious names such as service–oriented architecture and cloud computing.
Category: Computers

Networked Games

Author : Sandeep Singhal
ISBN : 0321427602
Genre : Computers
File Size : 29.62 MB
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Category: Computers

Network Games

Author : Ishai Menache
ISBN : 9781608454082
Genre : Computers
File Size : 59.71 MB
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This monograph studies game theoretic models for analysis of resource allocation among heterogeneous agents in networks. Given the central role that game theory plays in the analysis of networked systems, the first part of the monograph will be devoted to a systematic analysis of fundamental game theoretic topics. Emphasis will be placed on game theoretic tools that are commonly used in the analysis of resource allocation in current networks or those that are likely to be used in future networks. We start in the next chapter with strategic form games, which constitute the foundation of game theoretic analysis and enable us to introduce the central concept of Nash equilibrium, which makes predictions about equilibrium behavior in situations in which several agents interact. We also introduce several related concepts, such as correlated equilibria, both to clarify the conditions under which Nash equilibria are likely to provide a good approximation to behavior in various different circumstances and as alternative concepts of equilibrium that might be useful in the communication area in future research.
Category: Computers

Networked Futures

Author : Bill Whyte
ISBN : UOM:39015048766896
Genre : Technology & Engineering
File Size : 84.6 MB
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Information networks are the telecommunications and Internet networks that make up the 'information superhighway'. They provide the backbone for developments in information processing, speech recognition, and a wide variety of communications technologies. Networked Futures assesses the growth of communication over the information superhighway. With the increase in information transmitted using various media, Whyte, a specialist in the field, explores what will happen in the future as markets and social issues gradually change the way we communicate. networked futures trends for communication systems development W. S. whyte University of Leeds, UK If you are: * a telecommunication specialist * business manager * professional involved in the strategic planning and implementation of information systems * a student of computer science, electrical engineering and telecommunications * How to assess the potentials and pitfalls of emerging multimedia networks and intelligent applications. * What are the diverse technologies required to build wired and wireless superhighways? How will the social and market issues affect them? * What are the major technology components and what can they do? Key areas are covered in depth. Networked Futures is a valuable and wide-ranging navigator for the expert and non-specialist alike. It guides you through the often confusing and frequently 'over-hyped' pronouncements about tomorrow's superhighways. - then this is essential reading for you!
Category: Technology & Engineering

Networked Group Communication

Author : John Crowcroft
ISBN : 9783540428244
Genre : Computers
File Size : 68.79 MB
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This book constitutes the refereed proceedings of the Third International COST264 Workshop on Networked Group Communication, NGC 2001, held in London, UK, in November 2001. The 14 revised full papers presented were carefully reviewed and selected from 40 submissions. All current issues in the area are addressed. The papers are organized in topical sections on application-level aspects, group management, performance topics, security, and topology.
Category: Computers

Networking And Online Games

Author : Grenville Armitage
ISBN : 9780470030462
Genre : Technology & Engineering
File Size : 61.27 MB
Format : PDF
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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 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.
Category: Technology & Engineering

Computer Games As A Sociocultural Phenomenon

Author : Andreas Jahn-Sudmann
ISBN : UOM:39015076175549
Genre : Games & Activities
File Size : 45.31 MB
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In the course of their increasing sociocultural importance, the academic interest in computer games has been growing considerably in the last years. This profound anthology comprehensibly introduces latest approaches in the central fields of game studies and provides an extensive survey of the contemporary game culture. Internationally renowned media and literature scholars, social scientists, game designers, and artists explore the cultural potential of computer games and present new concepts of researching sociocultural, industrial, and aesthetic aspects of digital entertainment.
Category: Games & Activities

Serious Games

Author : Ralf Dörner
ISBN : 9783319406121
Genre : Computers
File Size : 60.10 MB
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This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
Category: Computers

Conference Proceedings

Author :
ISBN : STANFORD:36105029052011
Genre : Computer games
File Size : 28.77 MB
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Category: Computer games

Modeling And Simulation

Author : National Research Council
ISBN : NAP:12414
Genre : Technology & Engineering
File Size : 79.27 MB
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The entertainment industry and the U.S. Department of Defenseâ€"though differing widely in their motivations, objectives, and culturesâ€"share a common, growing interest in modeling and simulation. In entertainment, modeling and simulation technologies drive multi-billion dollar markets in video games, virtual reality attractions and theme parks, and film. In DOD, modeling and simulation provides a cost-effective means of training troops, developing doctrine and tactics, and evaluating new and upgraded systems. Modeling and Simulation explores both entertainment and military applications of modeling and simulation technology and examines ways in which the two communities can better leverage each others capabilities to strengthen the overall technology base. It identifies common research challenges in immersive synthetic environments, networked simulation, and computer-generated characters, as well as the hardware and software tools needed to create simulated environments. The book also discusses the differences in the business models of the entertainment and defense communities and addresses the need for continued support of multidisciplinary educational and research initiatives in modeling and simulation.
Category: Technology & Engineering

Global Games

Author : Aphra Kerr
ISBN : 9781135114640
Genre : Social Science
File Size : 21.69 MB
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In the last decade our mobile phones have been infiltrated by angry birds, our computers by leagues of legends and our social networks by pleas for help down on the farm. As digital games have become networked, mobile and casual they have become a pervasive cultural form. Based on original empirical work, including interviews with workers, virtual ethnographies in online games and analysis of industry related documents, Global Games provides a political, economic and sociological analysis of the growth and restructuring of the digital games industry over the past decade. Situating the games industry as both cultural and creative and examining the relative growth of console, PC, online and mobile, Aphra Kerr analyses the core production logics in the industry, and the expansion of circulation processes as game services have developed. In an industry dominated by North American and Japanese companies, Kerr explores the recent success of companies from China and Europe, and the emergent spatial politics as countries, cities, companies and communities compete to reshape digital games in the networked age.
Category: Social Science

The Complete Idiot S Guide To Playing Games Online

Author : Loyd Case
ISBN : 0789722232
Genre : Games & Activities
File Size : 87.87 MB
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Evaluates hardware and software, discusses the history of computer gaming, and offers gaming tips for role-playing, first-person shooters, and real-time strategy games.
Category: Games & Activities