Automotive Holiday Deals Books Gift Guide Books Gift Guide Shop Men's Athletic Shoes Learn more nav_sap_SWP_6M_fly_beacon Prime Music Sweepstakes egg_2015 All-New Amazon Fire TV Grooming Deals Gifts Under $50 Amazon Gift Card Offer cm15 cm15 cm15 $30 Off Amazon Echo $15 Off All-New Fire Kindle Voyage Cyber Monday Sweepstakes in Prime Music Shop Now HTL

Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your email address or mobile phone number.

Multiplayer Game Programming w/CD (Prima Tech's Game Development) 1st Edition

52 customer reviews
ISBN-13: 978-0761532989
ISBN-10: 0761532986
Why is ISBN important?
This bar-code number lets you verify that you're getting exactly the right version or edition of a book. The 13-digit and 10-digit formats both work.
Scan an ISBN with your phone
Use the Amazon App to scan ISBNs and compare prices.
Have one to sell? Sell on Amazon
Buy used
Condition: Used: Very Good
Comment: Sealed CD included. Minor wear. Item is in overall very good condition.
Access codes and supplements are not guaranteed with used items.
23 Used from $1.05
More Buying Choices
13 New from $19.91 23 Used from $1.05
Free Two-Day Shipping for College Students with Amazon Student Free%20Two-Day%20Shipping%20for%20College%20Students%20with%20Amazon%20Student

Get Up to 80% Back Rent Textbooks

Special Offers and Product Promotions

  • Take an Extra 30% Off Any Book: Use promo code HOLIDAY30 at checkout to get an extra 30% off any book for a limited time. Excludes Kindle eBooks and Audible Audiobooks. Restrictions apply. Learn more | Shop now

Editorial Reviews

About the Author

Todd Barron is a lead software engineer at Acxiom, a billion dollar information company based in Little Rock, Arkansas. Previously Todd was a professional game developer and developed networking systems and created mulitplayer games for the Megatouch arcade line at Merit Industries. In his spare time he operates Lost Logic, a vehicle for his PC game creations. He is currently working on a 3D multiplayer game engine for use in future titles.

Hero Quick Promo
Holiday Deals in Kindle Books
Save up to 85% on more than 1,000 Kindle Books. These deals are valid until November 30, 2015. Learn more

Product Details

  • Series: Prima Tech's Game Development
  • Paperback: 850 pages
  • Publisher: Course Technology PTR; 1 edition (June 1, 2002)
  • Language: English
  • ISBN-10: 0761532986
  • ISBN-13: 978-0761532989
  • Product Dimensions: 9.1 x 7.4 x 1.9 inches
  • Shipping Weight: 3.1 pounds
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (52 customer reviews)
  • Amazon Best Sellers Rank: #1,725,540 in Books (See Top 100 in Books)

More About the Author

Discover books, learn about writers, read author blogs, and more.

Customer Reviews

Most Helpful Customer Reviews

35 of 35 people found the following review helpful By Michael J. Micai on September 22, 2001
Format: Paperback
OK well I know many people who are really serious about game programming get turned off by the Lamothe books because they basically go over the same old 2d information over and over again, and never actually seem up to date. This book is up to date, and has good information. It uses DirectX 8.0, and actually goes into 3d programming which is nice. I personally do not care for the DirectPlay information, I like Sockets, but either way they are both there. I will go through the pro's and cons.
Easy to read and understand
Has quite a bit of good information and history
Definately good as a reference book
Covers DPlay and Sockets
Covers D3D, which i believe is nice to have even though it doesnt pertain to the multiplayer end.
Great service, I emailed the author and he emailed back. Can be quite a useful thing
The code is poorly documented in many spots. While it is explained afterward, it would be nice to have a lot more comments. (which is something that Lamothe does quite nicely in his books)
Not very much ACTUAL GAME SERVER type code.. I've practically read over the book already, and while I have a general idea of how I will get this going, I feel more like i'm adapting chat programs to make my game.
Not enough on sockets... The sockets information was just too vague to me.
The DirectPlay information seemed mostly like pasted information out of the SDK Documentation. Honestly, the reason I bought the book was because I didn't get what was in the documentation very well.
And lastly i'd like to see more information on actually obtaining and setting up your server for a MMORPG. Things like security, what type of connection to get and how to get it etc.
Read more ›
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
54 of 66 people found the following review helpful By Leigh McRae on July 23, 2001
Format: Paperback
I bought the book online without seeing it first so its likely was my own fault. If I had a chance to browse it I would never have bought it. It wasn't the wasted coin that bothered me it was the let down when it contained almost no useful information. Going by the title, I would expect 50% of the book to be about Multiplayer Game Programming and it wasn't. What was wrong. Basiclly it is a Dummies book that holds your hand through the whole thing. Skims over all the real problems in multiplayer gaming.
1) A history of Multiplayer games is important but it should be shorter and I don't need reminiscing.
2) Its fine to have DirectPlay but skip the whole sockets thing if your not going to explain the important/relevant parts such as UDP.
3) The book has major fill. Redundant code listings fill a lot of the book. Having C and then C++ versions of the same code was a huge filler. If you want to provide that then put it on the CD.
4) I don't need a course on 3D graphics thanks. Thats another book.
5) Skip the C++ course also. The author is likely new to C++. A statement that C++ has shorter compile times is off the wall.
6) Visual C++ course could be left out.
7) Having DirectInput only and since most of the book talks DirectPlay maybe "for Windows" should be in the title?
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
12 of 13 people found the following review helpful By Shawn Holmes on August 14, 2002
Format: Paperback
To be honest, I expected this book to contain more coverage of Sockets, as well as DirectPlay...unfortunately, there is a lot of unnecessary info within the content of this book. As other reviewers have said, there is a significant amount of space dedicated to covering "generic game development", including Direct3D, sound, as well as C++...none of which should feature in this book.
Since another reviewer has already gone on to say what is *wrong* with the book, let me hit this with a different angle and suggest what I would think would've have made this book (at its size) outstanding:
1. More chapters on pure Sockets code. Peer to Peer. Client/Server. Additions on support for NAT/Firewalled clients would be nice (maybe an advanced chapter). Less on "chat" clients and more on game-related network communications (ie The Tic-Tac-Toe example should have been a complete, working application w/source on the CD, instead of "alluded to" in the book.)
2. More information on TCP vs. UDP, why online games mostly use the latter. Code that examines these issues.
3. More problem solving with multiplayer issues. Code that deals with latency. Code that dynamically handles server dropping (ie assigning one of the clients to be the new server).
Mostly, I was looking for a lot more source code looking at complete, yet simple games using networking in multiple formats (real-time, turn-based, etc). Instead, I felt a rush from pratically no knowledge (basics of send/recv) to almost instantly dealing with MMORPG architecture (!!!) A little unbalanced, at best.
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
19 of 22 people found the following review helpful By Ross P. Wright on December 27, 2001
Format: Paperback Verified Purchase
Talk about false advertising. The title of this book should be "game programming for idiots." I bought this book hoping to find some insight into multi-player game design with an emphasis on massively multi-player applications, and what I got was a phonebook sized stack of paper that does an excellent job of explaining the issues involved without actually giving any solutions! Let me sum up the knowledge contained within...
When implementing a multiplayer game you can use a client-server or peer to peer architecture. Peer to peer results in more connections. And you might look into using sockets or DirectPlay, but you'll need to buy a different book to really understand what is going on...oh and with mmporpg applications you'll have to worry about zones and server boundaries, but how to solve those problems is left as a exercise for the reader!
Comment Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse

Most Recent Customer Reviews

Want to discover more products? Check out this page to see more: online free multiplayer games