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Fundamentals of Network Game Development

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ISBN-10: 1584505575

ISBN-13: 9781584505570

Edition: 2009

Authors: Guy W. Lecky-Thompson

List price: $39.99
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Description:

Games that are social and played on networks and online are becoming increasingly popular, resulting in the need for information on how to program and design games specifically for network play. "Fundamentals of Network Game Development" addresses the theory and practice behind network game creation including types of network games, the technology involved, and the various types of network games such as turn-by-turn and massively multiplayer online games. The book also features tips on how to avoid hacking, how to test games, and what common challenges to be prepared for.
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Book details

List price: $39.99
Copyright year: 2009
Publisher: Charles River Media
Publication date: 11/21/2008
Binding: Hardcover
Pages: 336
Size: 7.50" wide x 9.30" long x 1.10" tall
Weight: 1.804
Language: English

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.

Introduction
The Challenge of Game Networking
Types of Networking
Dial-Up and PPP Networking
Local Area Networking
The Internet and World Wide Web
Wireless LAN
Cellular Technology
Network-Gaming Models
The Client/Server Model
Dynamic (Real-Time) Network Gaming
Connectionless Network Gaming
Data Exchange in Network Gaming
Security
Split-Information Model
Balancing Data Exchange
Key Decisions
Types of Network Games
Multi-User Dungeon Games
First Principles
Text-Based MUDs
Possibilities Beyond Text
Arcade Games
Gaming Model
Security
Data Exchange
Massively Multi-Player Online Role-Playing Games (MMORPGs)
Web and "Through the Browser" Games
Text-Based Through-the-Browser Games
Flash-Based Web Games
Alternate-Reality Web Games
From Theory to Development
References
Putting Game Networking Technology to Work
Components of Network Gaming
Communication
Interaction
The Platform
Personal Computer
Console
Handheld Device
Multi-Platform
Complete System Architecture
The Front-End Interface
The Middleware
The Back-End
The Network
A Comparison of Network Game Types
Categorizing Multi-Player Network Games
Pseudo Single-Player Online Games
One-on-One Games
Team-Based Multi-Player Games
Map-Based Multi-Player Games
Real Time-Strategy Games
Massively Multi-Player Online (MMO) Games
Massively Multi-Player Online Role-Playing Games (MMORPGs)
Comparing Network Game Types
Turn-by-Turn Games Versus Real-Time Action Games
Multi-User Dungeon (MUD) Games Versus Real Time-Action Games
NPC Combat Games Versus Pure Multi-Player
Player Combat Games Versus NPC Combat Games
In-Browser Games Versus Standalone Client Games
Design Principles
From Single Player to Multi-Player
Adding Network Support
Adding Multi-Player Support to the Design
Testing Through Design
Choosing the Technology for Your Game
References
Creating Turn-by-Turn Network Games
Turn by Turn Defined
The Game System
Player Customization
Case Study: Project Rockstar
The Premise
Setup
Playing the Game
Solutions to Possible Problems
Alternative Approaches
The Fictional PlanetStar RPG
The Game Environment
Profile, Ship Design, and Customization
Update Cycles
Pre-Programmed Combat
Revenue Model
In-Game Currency
Advertising Networks
Direct Sponsorship
Commercializing a Turn-by-Turn Game
References
Creating Arcade and Massively Multi-Player Online Games (Real-Time)
Game Models Revisited
MMORPGs
Arcade Action Games
Anatomy of a Game Model
Client Software Structures
Building Server Solutions
End-to-End Networking Using IP
Revenue Models
The Direct Revenue Model
The Indirect Revenue Model
Merging Real-Time Gaming with the Internet
References
Improving Network Communications
Network Communication Issues
Packet Loss
Network Latency
Solutions to Network Latency Problems
Networking Topography
Design-Based Workarounds
Minimizing Exposure to Latency
The Principle of Minimum Data in Transit
Basic Data Reduction
Using Compression
Using Game Environment Prediction
Data Loss and Dropped Connections
Combating Data Loss
Combating Dropped Connections
References
Removing the Cheating Elements
What Is Cheating?
What Are the Risks?
Genre-Specific Risks
Global Risks
What Are the Solutions?
Detection Approaches
Prevention Versus Detection
Action Versus Inaction
Hacks, Cracks, and Cheat Codes
How Hacks and Cracks Happen
Types of Cheats
Bots and Automated Playing
Communication Layer Cheats
Data-in-Transit Cheats
Lookahead and Update Dropping
Intentional Disconnections
Solutions to Communication Layer Cheats
Logic Layer Solutions
Code Obfuscation in the Logic Layer
Identifying Bots
References
Testing Network Games
Principles of Testing
The Testing Process
Components
Types of Testing
Strategy
Testing the Network Layer
Simulating Network Issues
Load Testing
Sustained-Load Testing
Peak-Traffic Testing
Testing the Logic Layer
Simulating Player Interaction
Stress-Testing the Middleware
Stress-Testing the Database
Testing Non-Interactive Games
Testing the Client Software
Re-Using Prediction Code in Testing
Prediction Is Al in Practice
An Overview of Testing Options
Network Programming Primer
An Introduction to Socket Programming
Types of Sockets
Protocol Layers
Server-Side Sockets
Client-Side Sockets
Using Polling
Server-Side Polling
Client-Side Polling
Sequential Processing Techniques
Socket Polling Example
Enhancements to Basic Round Robin
Socket Programming
Data Types
Sockets and Ports
Sending and Receiving Data
Client Example
Server Example
Open-Source Code Libraries
MUD Libraries
Action Games
Web Gaming
Final Thoughts
References
Index