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Actionscript For Multiplayer Games And Virtual Worlds Learn Multi-User Interaction Concepts From The Experts

Actionscript For Multiplayer Games And Virtual Worlds Learn Multi-User Interaction Concepts From The Experts

Actionscript For Multiplayer Games And Virtual Worlds Learn Multi-User Interaction Concepts From The Experts Paperback - 2010 - 1st Edition

by Jobe Makar

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New Riders, 2010. Paperback. Good. Front cover worn and plastic coating on cover peeling bottom front.
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Details

  • Title Actionscript For Multiplayer Games And Virtual Worlds Learn Multi-User Interaction Concepts From The Experts
  • Author Jobe Makar
  • Binding Paperback
  • Edition number 1st
  • Edition 1
  • Condition Used - Good
  • Pages 299
  • Volumes 1
  • Language ENG
  • Publisher New Riders, Thousand Oaks, California, U.S.A.
  • Publication date 2010
  • Illustrated Yes
  • Bookseller's Inventory # 1593127
  • ISBN 9780321643360 / 0321643364
  • Weight 1.15 lbs (0.52 kg)
  • Dimensions 9 x 7.3 x 0.7 in (22.86 x 18.54 x 1.78 cm)
  • Category Computers - Languages / Programming
  • Library of Congress subjects Computer games - Programming, ActionScript (Computer program language)
  • Library of Congress Catalogue Number 2009281485
  • Dewey Decimal Code 794.815

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Reader reviews for Actionscript For Multiplayer Games And Virtual Worlds Learn Multi-User Interaction Concepts From The Experts

From the publisher

The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn t as difficult as you might think, and it is fun and highly rewarding!
ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you ll learn:
How to connect users to achieve real-time interaction When to make decisions on the server versus the game client Time synchronization techniques How to use dead reckoning smoothing to hide network latency About tile-based games the isometric view Techniques for customizing and rendering avatars in a virtual world
In addition, you ll learn everything that goes into building:
A real-time multiplayer tank battle game A real-time multilayer cooperative game A virtual world
"

About the author

Jobe Makar is a founder of and Chief Game and Virtual World Architect for Electrotank (www.electrotank.com), a company that specializes in online multiplayer game and virtual world development technologies and services. He is a developer on the widely used EUP virtual world and MMOG platform (www.eupsite.com). Jobe has developed over 200 Flash games and 9 virtual worlds over the last 10 years and has authored several books on advanced Flash, ActionScript, and game programming."
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