Networked Graphics: Building Networked Games and Virtual Environments

Download Networked Graphics: Building Networked Games and Virtual Environments PDF by Anthony Steed, Manuel Fradinho Oliveira eBook or Kindle ePUB Online free. Networked Graphics: Building Networked Games and Virtual Environments well suited for the game programmer A little puzzling that in 3 years since this book came out no one has reviewed it. So lets see what I can do.The text covers the main types of models used for a networking application. A simple peer to peer model. A peer to peer with a master host (or super peer if you will). A peer to peer with a rendezvous server. A client server. And a multicast model. For each, a typical system architecture is given. The network is assumed to run the Internet protocol. An

Networked Graphics: Building Networked Games and Virtual Environments

Author :
Rating : 4.70 (528 Votes)
Asin : 0123744237
Format Type : paperback
Number of Pages : 536 Pages
Publish Date : 2015-05-06
Language : English

DESCRIPTION:

His research interests are in collaborative virtual environments, immersive virtual reality, interaction, and human animation. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. Anthony Steed is a Professor at Univers

The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet.The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.. From the Back CoverThis broad-ranging book equip

Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet.The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic resea

well suited for the game programmer A little puzzling that in 3 years since this book came out no one has reviewed it. So let's see what I can do.The text covers the main types of models used for a networking application. A simple peer to peer model. A peer to peer with a master host (or super peer if you will). A peer to peer with a rendezvous server. A client server. And a multicast model. For each, a typical system architecture is given. The network is assumed to run the Internet protocol. And pseudocode is provided for making the content. UML diagrams for the data model

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