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Multiplayer Game Programming w/CD (Prima Tech's Game Development) Paperback – June 14, 2001

ISBN-13: 978-0761532989 ISBN-10: 0761532986 Edition: 1st

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Product Details

  • Series: Prima Tech's Game Development
  • Paperback: 850 pages
  • Publisher: Course Technology PTR; 1 edition (June 14, 2001)
  • 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: #1,948,416 in Books (See Top 100 in Books)

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.

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Customer Reviews

The DirectPlay section of this book is somewhere around 92 pages long, from start to finish.
Nathan Donaldson
I think of books are way to save time (and money) by not reading tons of specifications and trying to code every idea without knowing if it will work or not.
"gaby@ieee.org"
I highly recommend this book to anyone who wants to get started with multiplayer game development.
Pete

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.
Pros:
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
Cons:
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 ›
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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?
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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.
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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!
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