{"product_id":"networking-and-online-games-understanding-and-engineering-multiplayer-internet-games-hardback-9780470018576","title":"Networking and Online Games; Understanding and Engineering Multiplayer Internet Games (Hardback) 9780470018576","description":"\u003cfont face=\"Georgia\"\u003e\r\n\u003cp\u003e\u003cfont size=\"6\"\u003eNetworking and Online Games\u003c\/font\u003e\u003cbr\u003e\r\n\u003cfont size=\"5\"\u003eUnderstanding and Engineering Multiplayer Internet Games\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\r\n\r\n\u003cp\u003e\u003cfont size=\"4\"\u003eGrenville Armitage (Author), Mark Claypool (Author), Philip Branch (Author)\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e9780470018576, Wiley\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003eHardback, published 7 April 2006\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e240 pages\u003cbr\u003e25.4 x 17.4 x 1.9 cm, 0.567 kg\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\r\n\r\n\r\n\u003cp align=\"justify\"\u003e\u003cstrong\u003e\u003cfont size=\"3\"\u003eThe computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers.  \u003cp\u003e\u003ci\u003eNetworking and Online Games\u003c\/i\u003e concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout.\u003c\/p\u003e \u003cp\u003eNetworking and Online Games:\u003c\/p\u003e \u003cul\u003e \u003cli\u003eProvides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games.\u003c\/li\u003e \u003cli\u003eContrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag\/jitter), clarifying coinciding requirements.\u003c\/li\u003e \u003cli\u003eExplains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network.\u003c\/li\u003e \u003cli\u003eDiscusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT\/NAT (Network Address Port Translation\/Network Address Translation)\u003c\/li\u003e \u003cli\u003eIllustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2).\u003c\/li\u003e \u003c\/ul\u003e \u003cp\u003e\u003ci\u003eNetworking and Online Games\u003c\/i\u003e will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.\u003c\/p\u003e\u003c\/font\u003e\u003c\/strong\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003e\u003cp\u003eAuthor Biographies xi\u003cbr\u003eAcknowledgements xiii\u003c\/p\u003e \u003cp\u003e\u003cb\u003e1 Introduction 1\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e2 Early Online and Multiplayer Games 5\u003c\/b\u003e\u003cbr\u003e2.1 Defining Networked and Multiplayer Games 5\u003cbr\u003e2.2 Early Multiplayer Games 6\u003cbr\u003e2.3 Multiplayer Network Games 12\u003c\/p\u003e \u003cp\u003e\u003cb\u003e3 Recent Online and Multiplayer Games 15\u003c\/b\u003e\u003cbr\u003e3.1 Communication Architectures 15\u003cbr\u003e3.2 The Evolution of Online Games 17\u003cbr\u003e3.3 Summary of Growth of Online Games 27\u003cbr\u003e3.4 The Evolution of Online Game Platforms 29\u003cbr\u003e3.5 Context of Computer Games 32\u003c\/p\u003e \u003cp\u003e\u003cb\u003e4 Basic Internet Architecture 41\u003c\/b\u003e\u003cbr\u003e4.1 IP Networks as seen from the Edge 42\u003cbr\u003e4.2 Connectivity and Routing 47\u003cbr\u003e4.3 Address Management 60\u003c\/p\u003e \u003cp\u003e\u003cb\u003e5 Network Latency, Jitter and Loss 69\u003c\/b\u003e\u003cbr\u003e5.1 The Relevance of Latency, Jitter and Loss 69\u003cbr\u003e5.2 Sources of Latency, Jitter and Loss in the Network 70\u003cbr\u003e5.3 Network Control of Lag, Jitter and Loss 75\u003cbr\u003e5.4 Measuring Network Conditions 79\u003c\/p\u003e \u003cp\u003e\u003cb\u003e6 Latency Compensation Techniques 83\u003c\/b\u003e\u003cbr\u003e6.1 The Need for Latency Compensation 83\u003cbr\u003e6.2 Prediction 86\u003cbr\u003e6.3 Time Manipulation 93\u003cbr\u003e6.4 Visual Tricks 97\u003cbr\u003e6.5 Latency Compensation and Cheating 98\u003c\/p\u003e \u003cp\u003e\u003cb\u003e7 Playability versus Network Conditions and Cheats 101\u003c\/b\u003e\u003cbr\u003e7.1 Measuring Player Tolerance for Network Disruptions 101\u003cbr\u003e7.2 Communication Models, Cheats and Cheat-Mitigation 108\u003c\/p\u003e \u003cp\u003e\u003cb\u003e8 Broadband Access Networks 121\u003c\/b\u003e\u003cbr\u003e8.1 What Broadband Access Networks are and why they Matter 121\u003cbr\u003e8.2 Access Network Protocols and Standards 123\u003cbr\u003e8.3 Cable Networks 125\u003cbr\u003e8.4 ADSL Networks 127\u003cbr\u003e8.5 Wireless LANs 128\u003cbr\u003e8.6 Cellular Networks 132\u003cbr\u003e8.7 Bluetooth Networks 134\u003cbr\u003e8.8 Conclusion 135\u003c\/p\u003e \u003cp\u003e\u003cb\u003e9 Where Do Players Come from and When? 137\u003c\/b\u003e\u003cbr\u003e9.1 Measuring Your Own Game Traffic 138\u003cbr\u003e9.2 Hourly and Daily Game-play Trends 142\u003cbr\u003e9.3 Server-discovery (Probe Traffic) Trends 145\u003cbr\u003e9.4 Mapping Traffic to Player Locations 148\u003c\/p\u003e \u003cp\u003e\u003cb\u003e10 Online Game Traffic Patterns 151\u003c\/b\u003e\u003cbr\u003e10.1 Measuring Game Traffic with Timestamping Errors 152\u003cbr\u003e10.2 Sub-second Characteristics 153\u003cbr\u003e10.3 Sub-second Packet-size Distributions 156\u003cbr\u003e10.4 Sub-Second Inter-Packet Arrival Times 162\u003cbr\u003e10.5 Estimating the Consequences 167\u003cbr\u003e10.6 Simulating Game Traffic 168\u003c\/p\u003e \u003cp\u003e\u003cb\u003e11 Future Directions 175\u003c\/b\u003e\u003cbr\u003e11.1 Untethered 175\u003cbr\u003e11.2 Quality of Service 178\u003cbr\u003e11.3 New Architectures 180\u003cbr\u003e11.4 Cheaters Beware 181\u003cbr\u003e11.5 Augmented Reality 182\u003cbr\u003e11.6 Massively Multiplayer 182\u003cbr\u003e11.7 Pickup and Putdown 183\u003cbr\u003e11.8 Server Browsers 183\u003c\/p\u003e \u003cp\u003e\u003cb\u003e12 Setting Up Online FPS Game Servers 187\u003c\/b\u003e\u003cbr\u003e12.1 Considerations for an Online Game Server 187\u003cbr\u003e12.2 Wolfenstein Enemy Territory 188\u003cbr\u003e12.3 Half-Life 2 198\u003cbr\u003e12.4 Configuring FreeBSD's Linux-compatibility Mode 206\u003cbr\u003eReferences 208\u003c\/p\u003e \u003cp\u003e\u003cb\u003e13 Conclusion 209\u003c\/b\u003e\u003cbr\u003e13.1 Networking Fundamentals 209\u003cbr\u003e13.2 Game Technologies and Development 210\u003cbr\u003e13.3 A Note Regarding Online Sources 211\u003c\/p\u003e \u003cp\u003eIndex 213\u003c\/p\u003e\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\u003cp\u003e\u003cfont size=\"3\"\u003eSubject Areas: Electronics \u0026amp; communications engineering [\u003ca title=\"See our other books on Electronics \u0026amp; communications engineering\" href=\"https:\/\/freshlyprintedbooks.co.uk\/search?q=%22Electronics%20\u0026amp;%20communications%20engineering%20%5BTJ%5D%22\"\u003eTJ\u003c\/a\u003e]\u003c\/font\u003e\u003c\/p\u003e\r\n\r\n\r\n\u003c\/font\u003e","brand":"Wiley","offers":[{"title":"Brand New","offer_id":52255790367000,"sku":"9780470018576","price":67.99,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0730\/2037\/5320\/files\/9780470018576.jpg?v=1781274146","url":"https:\/\/freshlyprintedbooks.co.uk\/products\/networking-and-online-games-understanding-and-engineering-multiplayer-internet-games-hardback-9780470018576","provider":"Freshly Printed Books","version":"1.0","type":"link"}