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The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn?t as difficult as you might think, and it is fun and highly rewarding!
ActionScript for Multiplayer Games and Virtual Worlds explains fundamental ...
The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn’t as difficult as you might think, and it is fun and highly rewarding!
ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you’ll learn:
1. Web Game Landscape
2. Connecting Users
3. Security: You vs. Everyone Else
4. Introducing ElectroServer
6. Where Decisions are Made
7. Real-time Movement
8. Lobby System
9. Real-time Tank Game
10. Tile-based Games
11. Cooperative Game Play
12. Isometric View
14. Virtual Worlds
15. Buddies and Relationships
16. User Homes
Posted March 31, 2010
Had dinner with Jobe Makar about 2+ years ago and discussed our use of his earlier books on Actionscript. Great author. Jobe told he was developing Electroserver and a book to go with it.
Little book with cute cover; do not let that fool you!!! This book is full of powerful information and great coding style. The code contained in the book downloadable chapters is outstanding but written with professions level coding techniques. Supporting the book is also about 20+ tutorial and supporting projects when printed out is a couple of inches thick!
Challenging topics and code to follow. You need a very good understanding of Actionscript 3.0 to follow this book and tutorials.
Students love this concept. Can have up to 25 clients connected to the Electroserver with no cost; great for learning this very sellable job skill.
Professor Terrance "Terry" Simkin
Program Coordinator Animation and Graphic Game Programming
Professor Computer Engineering Technology
NHTI Concord's Community College
Concord, NH 03301
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Posted February 10, 2012
Posted April 27, 2010
ActionScript for Multiplayer Games and Virtual Worlds by Jobe Makar is a book about developing real-time multiplayer games. There are plenty of Flash based games in the Internet but there is not much information available on real-time movement techniques, latency hiding, predictive movement, maintaining game state and logic, pathfinding, messaging, authority and prediction, isometric view, avatars and creating virtual worlds, etc. All of these you can find in the ActionScript for Multiplayer Games book.
This book is a very valuable resource for ActionScript developers and architects wanting to develop real-time multiplayer games. The book is based on ElectroServer Java socket-server on the server-side and Adobe Flash/ActionScript technology on the client-side. The ElectroServer can be easily installed and configured. The author builds user's confidence and experince in multiplayer game techniques explaining them step by step from easiest to more sophisticated ones. The book is full of awesome examples which can be easily run in FlashDevelop or (after writing a few additional lines of code) in Flex/Flash Builder.
Reading this book, I have been learning about many general issues which have to be considered during a game development process. It helped me to get started with my own project without much wandering about and wasting my time (and money). The examples helped me to understand practical aspects of many development techniques. The book is written using easy to undestand, plain English. I recommend this book to any Flash/ActionScript developer new to game development industry. It is worth buying if you like to gain an overall, high level view as well as more detailed and practical skills on developing real-time multiplayer games.
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Posted September 1, 2010
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