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Networked Graphics: Building Networked Games and Virtual Environments Hardcover – December 4, 2009

ISBN-13: 978-0123744234 ISBN-10: 0123744237 Edition: 1st

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Product Details

  • Hardcover: 536 pages
  • Publisher: Morgan Kaufmann; 1 edition (December 4, 2009)
  • Language: English
  • ISBN-10: 0123744237
  • ISBN-13: 978-0123744234
  • Product Dimensions: 1.2 x 7.5 x 9.2 inches
  • Shipping Weight: 2.7 pounds (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #1,848,509 in Books (See Top 100 in Books)

Editorial Reviews

From the Back Cover

This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. 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 research and military simulation systems, as well as industry-leading game designs.

About the Author

Anthony Steed is a Professor at University College London. His research interests are in collaborative virtual environments, immersive virtual reality, interaction, and human animation. He has over 110 refereed conference and journal papers to date. He was program chair of the 2007, 2008, and 2009 IEEE Virtual Reality conferences. For part of the academic year 2006 - 2007 he was on sabbatical to Electronic Arts in Guildford. He is also the director of the Engineering Doctorate Centre in Virtual Environment, Imaging, and Visualization.

Manuel Fradinho Oliveira is the research director of Cyntelix, and is responsible for the business development of seveal successful innovations. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. He has more than 70 refereed conference and journal publications to date. His PhD thesis focused on creating networked virtual environment systems, which yielded a patent addressing subjective network compensation techniques.

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By hchanon on September 7, 2012
Format: Kindle Edition Verified Purchase
It gave me what I was searching for, which is a good view of
usable game networking technics
with enligthment of key details.
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Format: Hardcover
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 are also furnished.

Latency is a key issue. And some device I/O models are suitable only for low latency networks, like where a game will be played on a LAN. The difficulties of sharing a data model between the playing computers can be appreciated. Do you define the state of the virtual environment as simply as possible, and then send only the deltas of this state to the machines? Or somehow transmit the entire state, if major changes have occurred?

The text also explains that a commonly agreed definition of latency in this context does not exist. The usual definition is for network latency, where half the round trip time is used. But in graphics, an end to end latency is more common. Where this is the time for an action by the user to trigger a change in at least one display, which might be audio, video or even a force feedback output gadget.

Network protocols like RPC and CORBA also get a summary.

There is much more covered. The book is well suitable for a game designer who has to contend with a distributed computing environment.
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