Developer's Guide to Muliplayer Games

Developer's Guide to Muliplayer Games

by Andrew Mulholland, Teijo Hakala
     
 
Developer's Guide to Multiplayer Games provides in-depth coverage of all the major topics associated with online game programming, as well as giving the reader easy-to-follow, step-by-step tutorials on how to create a fully functional network library, back-end MySQL database, and complete, working online game.

The first section of Developer's

Overview

Developer's Guide to Multiplayer Games provides in-depth coverage of all the major topics associated with online game programming, as well as giving the reader easy-to-follow, step-by-step tutorials on how to create a fully functional network library, back-end MySQL database, and complete, working online game.

The first section of Developer's Guide to Multiplayer Games explains practical theory on basic Windows dialog programming, and the use of MySQL, Perl, Sockets, and TCP/IP. The second section consists of five extensive tutorials that lead the reader through the stages of creating a working online game. Together, these sections cover all the major aspects and theory behind creating a fully functional Internet game, from setting up a stable MySQL back-end database for storing player information to developing a reusable TCP/IP network library for online games.

The authors' presentation provides the reader with a solid understanding of online game programming, along with the ability to expand on this knowledge and experiment with the development tools provided.

Editorial Reviews

bn.com
The Barnes & Noble Review
Everyone wants to create multiplayer games, but doing so requires far more skills than traditional game development. You're writing networking code, managing a game database, coping with player synchronization, logins, interface issues, and more. Much of this has been documented only rarely or poorly. Until now. Developer's Guide to Multiplayer Games covers it all.

You'll walk through setting up a server-based MySQL game database in both Linux and Windows environments: adding tables and fields, updating and retrieving data, and manipulating relational tables (for example, for "friends" and "enemies" lists). There's detailed coverage of Internet-based communication using Perl, plus enough sockets programming to get you by.

The heart of the book is a 300-page, step-by-step case study. To sharpen the focus on network programming, the authors supply a simple 2D graphics library (you could easily substitute other OpenGL or DirectX code). You'll create a network library (essential if you're running off a UNIX or Linux server); create user accounts and a login system; build a "lobby" where players can chat and start new games; handle input; and ensure that servers and clients work together efficiently. When you're done, you'll have a simple game -- and the skills to do far more. (Bill Camarda)

Bill Camarda is a consultant, writer, and web/multimedia content developer with nearly 20 years' experience in helping technology companies deploy and market advanced software, computing, and networking products and services. He served for nearly ten years as vice president of a New Jersey–based marketing company, where he supervised a wide range of graphics and web design projects. His 15 books include Special Edition Using Word 2000 and Upgrading & Fixing Networks For Dummies®, Second Edition.

Product Details

ISBN-13:
9781556228681
Publisher:
Wordware Publishing, Inc.
Publication date:
10/01/1901
Series:
Wordware Game Developer's Library
Edition description:
BK&CD-ROM
Pages:
589
Product dimensions:
7.52(w) x 9.27(h) x 1.74(d)

Related Subjects

Meet the Author

Andrew Mulholland is a lead programmer for a software development company in Scotland. He is also studying computer games technology at the University of Abertay in Dundee, Scotland.

Teijo Hakala is studying software engineering at Jyväskylä Polytechnic in Finland. He has wide experience in computer technology and specializes in network design, programming, and optimization.

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