{"product_id":"networking-and-online-games-9780470018576","title":"Networking and Online Games","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003eThe computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network''s capabilities is vital for game developers.  \u003cp\u003e\u003ci\u003eNetworking and Online Games\u003c\/i\u003e concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theo\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eAuthor Biographies.\u003c\/b\u003e  \u003c\/p\u003e\u003cp\u003e\u003cb\u003eAcknowledgements.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e1 Introduction.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e2 Early Online and Multiplayer Games.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e2.1 Defining Networked and Multiplayer Games.\u003c\/p\u003e \u003cp\u003e2.2 Early Multiplayer Games.\u003c\/p\u003e \u003cp\u003e2.3 Multiplayer Network Games.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e3 Recent Online and Multiplayer Games.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e3.1 Communication Architectures.\u003c\/p\u003e \u003cp\u003e3.2 The Evolution of Online Games.\u003c\/p\u003e \u003cp\u003e3.3 Summary of Growth of Online Games.\u003cbr\u003e \u003c\/p\u003e \u003cp\u003e3.4 The Evolution of Online Game Platforms.\u003c\/p\u003e \u003cp\u003e3.5 Context of Computer Games.\u003cbr\u003e \u003c\/p\u003e \u003cp\u003e\u003cb\u003e4 Basic Internet Architecture.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e4.1 IP Networks as seen from the Edge.\u003c\/p\u003e \u003cp\u003e4.2 Connectivity and Routing.\u003c\/p\u003e \u003cp\u003e4.3 Address Management.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e5 Network Latency, Jitter and Loss.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e5.1 The Relevance of Latency, Jitter and Loss.\u003c\/p\u003e \u003cp\u003e5.2 Sources of Latency, Jitter and Loss in the Network.\u003c\/p\u003e \u003cp\u003e5.3 Network Control of Lag, Jitter and Loss.\u003c\/p\u003e \u003cp\u003e5.4 Measuring Network Conditions.\u003cbr\u003e \u003c\/p\u003e \u003cp\u003e\u003cb\u003e6 Latency Compensation Techniques.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e6.1 The Need for Latency Compensation.\u003c\/p\u003e \u003cp\u003e6.2 Prediction.\u003c\/p\u003e \u003cp\u003e6.3 Time Manipulation.\u003c\/p\u003e \u003cp\u003e6.4 Visual Tricks.\u003cbr\u003e \u003c\/p\u003e \u003cp\u003e6.5 Latency Compensation and Cheating.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e7 Playability versus Network Conditions and Cheats.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e7.1 Measuring Player Tolerance for Network Disruptions.\u003c\/p\u003e \u003cp\u003e7.2 Communication Models, Cheats and Cheat-Mitigation.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e8 Broadband Access Networks.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e8.1 What Broadband Access Networks are and why they Matter.\u003c\/p\u003e \u003cp\u003e8.2 Access Network Protocols and Standards.\u003c\/p\u003e \u003cp\u003e8.3 Cable Networks.\u003c\/p\u003e \u003cp\u003e8.4 ADSL Networks.\u003c\/p\u003e \u003cp\u003e8.5 Wireless LANs.\u003c\/p\u003e \u003cp\u003e8.6 Cellular Networks.\u003c\/p\u003e \u003cp\u003e8.7 Bluetooth Networks.\u003c\/p\u003e \u003cp\u003e8.8 Conclusion.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e9 Where Do Players Come from and When?\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e9.1 Measuring Your Own Game Traffic.\u003c\/p\u003e \u003cp\u003e9.2 Hourly and Daily Game-play Trends.\u003c\/p\u003e \u003cp\u003e9.3 Server-discovery (Probe Traffic) Trends.\u003c\/p\u003e \u003cp\u003e9.4 Mapping Traffic to Player Locations.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e10 Online Game Traffic Patterns.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e10.1 Measuring Game Traffic with Timestamping Errors.\u003c\/p\u003e \u003cp\u003e10.2 Sub-second Characteristics.\u003c\/p\u003e \u003cp\u003e10.3 Sub-second Packet-size Distributions.\u003c\/p\u003e \u003cp\u003e10.4 Sub-Second Inter-Packet Arrival Times.\u003c\/p\u003e \u003cp\u003e10.5 Estimating the Consequences.\u003c\/p\u003e \u003cp\u003e10.6 Simulating Game Traffic.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e11 Future Directions.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e11.1 Untethered.\u003c\/p\u003e \u003cp\u003e11.2 Quality of Service.\u003c\/p\u003e \u003cp\u003e11.3 New Architectures.\u003c\/p\u003e \u003cp\u003e11.4 Cheaters Beware.\u003c\/p\u003e \u003cp\u003e11.5 Augmented Reality.\u003c\/p\u003e \u003cp\u003e11.6 Massively Multiplayer.\u003c\/p\u003e \u003cp\u003e11.7 Pickup and Putdown.\u003c\/p\u003e \u003cp\u003e11.8 Server Browsers.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e12 Setting Up Online FPS Game Servers.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e12.1 Considerations for an Online Game Server.\u003c\/p\u003e \u003cp\u003e12.2 Wolfenstein Enemy Territory.\u003c\/p\u003e \u003cp\u003e12.3 Half-Life 2.\u003c\/p\u003e \u003cp\u003e12.4 Configuring FreeBSD’s Linux-compatibility Mode.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e13 Conclusion.\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e13.1 Networking Fundamentals.\u003c\/p\u003e \u003cp\u003e13.2 Game Technologies and Development.\u003c\/p\u003e \u003cp\u003e13.3 A Note Regarding Online Sources.\u003c\/p\u003e \u003cp\u003e\u003cb\u003eIndex.\u003c\/b\u003e\u003c\/p\u003e","brand":"John Wiley \u0026 Sons Inc","offers":[{"title":"Default Title","offer_id":49402257015127,"sku":"9780470018576","price":77.36,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9780470018576.jpg?v=1730479855","url":"https:\/\/bookcurl.com\/products\/networking-and-online-games-9780470018576","provider":"Book Curl","version":"1.0","type":"link"}