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Algorithms and Networking for Computer Games

Jouni Smed, Harri Hakonen

قیمت نهایی

۴۹٬۰۰۰ تومان

نسخه اصلی و اورجینال

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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

ناشر
Wiley & Sons
سال انتشار
۲۰۰۶
فرمت
PDF
زبان
انگلیسی
حجم فایل
۳٫۱ مگابایت

دربارهٔ کتاب

Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming. The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as "classical" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating. Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for... Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice. A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning. In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention. 51 ready-to-use algorithms and 178 illustrative exercises. Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games. Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming. The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as'classical'topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating. Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for... Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice. A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning. In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention. 51 ready-to-use algorithms and 178 illustrative exercises. Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games.Jouni Smed is currently a researcher and lecturer in Department of Information Technology, University of Turku, Finland. His research concentrates on computer games, optimization, and scheduling algorithms. Harri Hakonen is a researcher and lecturer in the department of Information Technology, University of Turku. His research interests include algorithms for computer games, string algorithmics, and software construction. I teach a college course on network game programming and this is probably the best resource that I've yet seen on the subject. Only the last few chapters specifically deal with network programming however they are extremely good and cover a lot of the core issues with network gaming. Some of the topics include dealing with lag via dead reckoning and splines, local perception filters, area of interest filters, as well as some information on cheating and how to deal with it. This book is absolutely NOT for someone just starting out with network programming or programming in general; I would recommend this for someone who knows the fundamentals of networking and using sockets and is a fairly strong C/C++ programmer and is interested in developing moderately simple network games. More inexperienced developers will probably benefit from this book if they have someone who can help clarify and explain the concepts.

قیمت نهایی

۴۹٬۰۰۰ تومان