Book description
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
Table of contents
- Title Page
- Copyright Page
- Table of Contents
- Acknowledgments
- Contributors
- Introduction
- Chapter 1. Web Game Landscape
- Chapter 2. Connecting Users
- Chapter 3. Security: You vs. Everyone Else
- Chapter 4. Introducing ElectroServer
- Chapter 5. Chat
- Chapter 6. Where Decisions Are Made
- Chapter 7. Real-time Movement
- Chapter 8. Lobby System
- Chapter 9. Real-time Tank Game
- Chapter 10. Tile-based Games
- Chapter 11. Cooperative Game Play
- Chapter 12. Isometric View
- Chapter 13. Avatars
- Chapter 14. Virtual Worlds
- Chapter 15. Buddies
- Chapter 16. User Homes
- Appendix. Setting Up the Sample Extension
- Index
- Credits
Product information
- Title: ActionScript for Multiplayer Games and Virtual Worlds
- Author(s):
- Release date: July 2009
- Publisher(s): New Riders
- ISBN: 9780321679444
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