Development and Deployment of Multiplayer Online Games, Vol. I: GDD, Authoritative Servers, Communications

$32.54
by 'No Bugs' Hare

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Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together . The series is highly praised by prominent representatives of the multiplayer gamedev industry . An "Early Praise" page within the book lists several testimonials by people from billion-dollar and/or AAA companies with job titles ranging from Managing Director and CTO to Backend Technical Director and Principal Software Engineer . Genres: From Social Games to MMOFPS, with Stock Exchanges In Between . Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social games to MMORPGs and MMOFPS. While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board. Level: Intermediate+ . This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from). Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects. In particular, there is no explanation of what event-driven programming is about, what the difference is between optimistic locking and pessimistic locking, why do you need a source control system, and so on. Instead, there will be discussions on how the concept of futures fits into event-driven programming, when the use of optimistic locking makes sense for games , and how to use source control in the presence of unmergeable files . This Volume: Vol. I Vol. I starts Part ARCH(itecture) , and includes three Chapters. Chapter 1 discusses Game Design Document (GDD) - mostly concentrating on its multiplayer specifics of GDDs. Chapter 2 explores the all-important aspects of cheating - which is virtually non-existent in single-player games and games between friends, but plays an enormous role in multiplayer games; the resulting analysis leads to Authoritative Server architectures (note that discussion on implementing anti-cheating measures is much longer than it is possible to fit into Vol. I, and will take the whole Vol. VIII). The largest chapter of Vol. I, Chapter 3, is dedicated to typical multiplayer communication flows. Along the course of this discussion, it will cover lots of different topics, including such different things as Client-Side Prediction, Low-Latency Compressible State Sync, Lag Compensation and its dangers, and Inter-DB Async Transfer with Transactional Integrity "By far the most comprehensive book on specifics of multiplayer games" - Dmitri Dain, Managing Director @Amaya Software "Finally!" - Boris Taratine, Cyber Security Programme Chief Architect @Lloyds Bank Group "Looking forward to read the book when it is finished" - Nuno Leiria, Senior Software Engineer @Polystream ,formerly Core Tech Programmer @Lionhead Studios "Looking forward to read the final book. The promise is great. Finally a book on the subject that isn't outdated or vague." - Özkan Can, formerly Backend Technical Director @Blue Byte, A Ubisoft Studio "TCP is a complex beast and you know much more about it than I do. Thank God!." - Glenn Fiedler, GDC speaker,veteran of AAA multiplayer development, and UDP fanboy for life. "The colossal book you are writing... looks very promising and exciting" - Alessandro Alinone, Co-Founder and CEO @Lightstreamer "The really useful and highly practical book. This book will be a valuable addition to the library of anyone game developer." - Michael Morgovsky, Co-Founder and CTO @Plarium "I've been looking for a book like this for a decade. This will be invaluable for teaching game devs the ins and outs of multiplayer development." - Robert Zubek, GDC speaker, Founder @SomaSim , formerly Principal Software Engineer @Zynga "Even unfinished, it already is the most comprehensive reference for networking and multiplayer game development that I have ever seen, and it is constantly teaching me new things. An absolute must-have for the serious developer." - Matt Pritchard, AAA veteran, author, and CTO @Forgotten Empires , former RTS/FPS/IoT developer @Ensemble Studios / Valve / Disney The author of this book is 'No Bugs' Hare from the warren of Bunnylore. He is known for being a columnist for the Overload Journal and for his significant contributions to the software development blog ithare.com. As 'No Bugs' is a rabbit with Lapine as his mother tongue, he needed somebody to translate the book into human language. And of course, as the book is highly technical, to translate technical details with the highest possible fidelity, he needed a translator with substantial software development experience. This book has been translated from Lapine by Sergey Ignatchenko, a software archit

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