I m about 1 3 of the way through the book, but it s been an exciting read so far When will volumes 2 5 be ready I m especially looking forward to volume 5 when things start getting serious.
To Develop Your Own Multiplayer Online Game Can Be Overwhelming, Especially As Information On Multiplayer Specifics Isveryscarce The Nine VolumeDevelopment And Deployment Of Multiplayer Gamesseries Is An Attempt Tosummarize A Body Of Knowledge That Is Known In The Industry, But Is Rarely Published, Let Alone Published TogetherThe 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 FromManaging DirectorandCTOtoBackend Trailer É Development and Deployment of Multiplayer Online Games, Vol.
I: GDD, Authoritative Servers, Communications PDF by ✓ No Bugs Hare Technical DirectorandPrincipal Software EngineerGenres From Social Games To MMOFPS, With Stock Exchanges In BetweenDevelopment And Deployment Of Multiplayer Online Gamesaims 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 % Of The Discussed Concepts Apply Across The BoardLevel 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 ArchitectsIn 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 Onhow The Concept Of Futuresfits Into Event Driven Programming, When The Use Of Optimistic Lockingmakes Sense For Games, And How To Use Source Controlin The Presence Of Unmergeable FilesThis Volume Vol IVol I StartsPart ARCH Itecture , And Includes Three Chapters Chapter Discusses Game Design Document GDD Mostly Concentrating On Its Multiplayer Specifics Of GDDs Chapter 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 Onimplementinganti 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 , 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 Þ Development and Deployment of Multiplayer Online Games, Vol.
I: GDD, Authoritative Servers, Communications Þ There aren t very many multiplayer game books out there This book is really good though it s fun to read, and it gives you a lot of information.
It s a wonderful book in MOG area I think every game developer should buy and read it It introduced network related knowledge on MOG games The content of the book is extremely detailed, clear and easy to understand.
It also introduced lots of information that you never seen before And it has integrated so many things, such as latency problem, which could affect by user input, monitor refresh rate, network transmission, network tick in client and server and so on.
Just fantastic thing funny reading and cool images , now waiting next series about Database and server side architecture , hope they will finish them soon.