Fundamentals of Network Game Development
A fully revised update to the first edition, "AI Game Engine Programming, Second Edition" provides game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing how a technique might be used. Beginning with a clear definition of game AI, you'll learn common terminology, the underlying concepts of AI, and you'll explore the different parts of the game AI engine. You'll then take a look at AI design considerations, solutions, and even common pitfalls genre-by-genre, covering the majority of modern game genres and examining concrete examples of AI used in actual commercial games. Finally, you'll study actual code implementations for each AI technique presented, both in skeletal form and as part of a real-world example, to learn how it works in an actual game engine and how it can be optimized in the future. Written for experienced game developers with a working knowledge of C++, data structures, and object oriented programming, "AI Game Engine Programming, Second Edition" will expand your AI knowledge and skills from start to finish.
1120641139
Fundamentals of Network Game Development
A fully revised update to the first edition, "AI Game Engine Programming, Second Edition" provides game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing how a technique might be used. Beginning with a clear definition of game AI, you'll learn common terminology, the underlying concepts of AI, and you'll explore the different parts of the game AI engine. You'll then take a look at AI design considerations, solutions, and even common pitfalls genre-by-genre, covering the majority of modern game genres and examining concrete examples of AI used in actual commercial games. Finally, you'll study actual code implementations for each AI technique presented, both in skeletal form and as part of a real-world example, to learn how it works in an actual game engine and how it can be optimized in the future. Written for experienced game developers with a working knowledge of C++, data structures, and object oriented programming, "AI Game Engine Programming, Second Edition" will expand your AI knowledge and skills from start to finish.
27.99 In Stock
Fundamentals of Network Game Development

Fundamentals of Network Game Development

by Guy W. Lecky-Thompson
Fundamentals of Network Game Development

Fundamentals of Network Game Development

by Guy W. Lecky-Thompson

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Overview

A fully revised update to the first edition, "AI Game Engine Programming, Second Edition" provides game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing how a technique might be used. Beginning with a clear definition of game AI, you'll learn common terminology, the underlying concepts of AI, and you'll explore the different parts of the game AI engine. You'll then take a look at AI design considerations, solutions, and even common pitfalls genre-by-genre, covering the majority of modern game genres and examining concrete examples of AI used in actual commercial games. Finally, you'll study actual code implementations for each AI technique presented, both in skeletal form and as part of a real-world example, to learn how it works in an actual game engine and how it can be optimized in the future. Written for experienced game developers with a working knowledge of C++, data structures, and object oriented programming, "AI Game Engine Programming, Second Edition" will expand your AI knowledge and skills from start to finish.

Product Details

ISBN-13: 9781584506256
Publisher: Course Technology PTR
Publication date: 01/11/2008
Sold by: CENGAGE LEARNING
Format: eBook
Pages: 336
File size: 1 MB

About the Author

Guy W. Lecky-Thompson is an experienced author in the field of video game design and software development, whose articles have been published in various places, including Gamasutra and the seminal Game Programming Gems. He is also the author of Infinite Game Universe: Mathematical Techniques;Infinite Game Universe, Volume 2: Level Design Terrain, and Sound; and Video Game Design Revealed.

Table of Contents

Introduction xiv

Chapter 1 The Challenge of Game Networking 1

Types of Networking 2

Dial-Up and PPP Networking 3

Local Area Networking 6

The Internet and World Wide Web 7

Wireless LAN 9

Cellular Technology 10

Network-Gaming Models 11

The Client/Server Model 13

Dynamic (Real-Time) Network Gaming 15

Connectionless Network Gaming 16

Data Exchange in Network Gaming 18

Security 18

Split-Information Model 21

Balancing Data Exchange 23

Key Decisions 24

Chapter 2 Types of Network Games 27

Multi-User Dungeon Games 29

First Principles 30

Text-Based MUDs 36

Possibilities Beyond Text 38

Arcade Games 42

Gaming Model 43

Security 44

Data Exchange 45

Massively Multi-Player Online Role-Playing Games (MMORPGs) 47

Web and "Through the Browser" Games 49

Text-Based Through-the-Browser Games 52

Flash-Based Web Games 52

Alternate-Reality Web Games 53

From Theory to Development 53

References 54

Chapter 3 Putting Game Networking Technology to Work 55

Components of Network Gaming 57

Communication 57

Interaction 59

The Platform 61

Personal Computer 61

Console 62

Handheld Device 63

Multi-Platform 64

Complete System Architecture 64

The Front-End Interface 65

The Middleware 71

The Back-End 74

The Network 76

Chapter 4 A Comparison of Network Game Types 79

Categorizing Multi-Player Network Games 80

Pseudo Single-Player Online Games 81

One-on-One Games 81

Team-Based Multi-Player Games 82

Map-Based Multi-Player Games 82

Real Time-Strategy Games 83

Massively Multi-Player Online (MMO) Games 84

Massively Multi-Player Online Role-Playing Games (MMORPGs) 84

Comparing Network Game Types 84

Turn-by-Turn Games VersusReal-Time Action Games 85

Multi-User Dungeon (MUD) Games Versus Real Time-Action Games 85

NPC Combat Games Versus Pure Multi-Player 86

Player Combat Games Versus NPC Combat Games 87

In-Browser Games Versus Standalone Client Games 88

Design Principles 89

From Single Player to Multi-Player 90

Adding Network Support 91

Adding Multi-Player Support to the Design 96

Testing Through Design 98

Choosing the Technology for Your Game 98

References 100

Chapter 5 Creating Turn-by-Turn Network Games 101

Turn by Turn Defined 103

The Game System 104

Player Customization 106

Case Study: Project Rockstar 112

The Premise 113

Setup 114

Playing the Game 115

Solutions to Possible Problems 120

Alternative Approaches 123

The Fictional PlanetStar RPG 125

The Game Environment 126

Profile, Ship Design, and Customization 127

Update Cycles 128

Pre-Programmed Combat 129

Revenue Model 130

In-Game Currency 131

Advertising Networks 133

Direct Sponsorship 136

Commercializing a Turn-by-Turn Game 136

References 137

Chapter 6 Creating Arcade and Massively Multi-Player Online Games (Real-Time) 139

Game Models Revisited 140

MMORPGs 141

Arcade Action Games 142

Anatomy of a Game Model 143

Client Software Structures 144

Building Server Solutions 146

End-to-End Networking Using IP 148

Revenue Models 153

The Direct Revenue Model 154

The Indirect Revenue Model 154

Merging Real-Time Gaming with the Internet 155

References 156

Chapter 7 Improving Network Communications 157

Network Communication Issues 158

Packet Loss 160

Network Latency 162

Solutions to Network Latency Problems 166

Networking Topography 166

Design-Based Workarounds 170

Minimizing Exposure to Latency 174

The Principle of Minimum Data in Transit 178

Basic Data Reduction 180

Using Compression 182

Using Game Environment Prediction 184

Data Loss and Dropped Connections 189

Combating Data Loss 189

Combating Dropped Connections 191

References 194

Chapter 8 Removing the Cheating Elements 195

What Is Cheating? 197

What Are the Risks? 198

Genre-Specific Risks 199

Global Risks 199

What Are the Solutions? 200

Detection Approaches 201

Prevention Versus Detection 204

Action Versus Inaction 205

Hacks, Cracks, and Cheat Codes 207

How Hacks and Cracks Happen 208

Types of Cheats 212

Bots and Automated Playing 215

Communication Layer Cheats 216

Data-in-Transit Cheats 216

Lookahead and Update Dropping 217

Intentional Disconnections 218

Solutions to Communication Layer Cheats 219

Logic Layer Solutions 221

Code Obfuscation in the Logic Layer 222

Identifying Bots 226

References 228

Chapter 9 Testing Network Games 229

Principles of Testing 231

The Testing Process 231

Components 235

Types of Testing 238

Strategy 239

Testing the Network Layer 241

Simulating Network Issues 241

Load Testing 244

Sustained-Load Testing 248

Peak-Traffic Testing 249

Testing the Logic Layer 251

Simulating Player Interaction 251

Stress-Testing the Middleware 253

Stress-Testing the Database 253

Testing Non-Interactive Games 255

Testing the Client Software 258

Re-Using Prediction Code in Testing 260

Prediction Is Al in Practice 261

An Overview of Testing Options 263

Chapter 10 Network Programming Primer 265

An Introduction to Socket Programming 266

Types of Sockets 267

Protocol Layers 269

Server-Side Sockets 271

Client-Side Sockets 272

Using Polling 272

Server-Side Polling 272

Client-Side Polling 273

Sequential Processing Techniques 274

Socket Polling Example 274

Enhancements to Basic Round Robin 275

Socket Programming 276

Data Types 277

Sockets and Ports 278

Sending and Receiving Data 283

Client Example 287

Server Example 290

Open-Source Code Libraries 295

MUD Libraries 296

Action Games 297

Web Gaming 299

Final Thoughts 300

References 301

Index 303

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