Algorithms and Networking for Computer Games

Nonfiction, Computers, Programming
Cover of the book Algorithms and Networking for Computer Games by Jouni Smed, Harri Hakonen, Wiley
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Jouni Smed, Harri Hakonen ISBN: 9781119259831
Publisher: Wiley Publication: June 16, 2017
Imprint: Wiley Language: English
Author: Jouni Smed, Harri Hakonen
ISBN: 9781119259831
Publisher: Wiley
Publication: June 16, 2017
Imprint: Wiley
Language: English

The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended

Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing.

The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world.

The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.

Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books.

Algorithms and Networking for Computer Games, Second Edition:

  • Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice
  • Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation
  • Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics
  • Now includes 73 ready-to-use algorithms and 247 illustrative exercises

Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended

Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing.

The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world.

The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.

Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books.

Algorithms and Networking for Computer Games, Second Edition:

Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

More books from Wiley

Cover of the book Patterns for Fault Tolerant Software by Jouni Smed, Harri Hakonen
Cover of the book Nutrition in Epigenetics by Jouni Smed, Harri Hakonen
Cover of the book Novel Carbon Materials and Composites by Jouni Smed, Harri Hakonen
Cover of the book Church 3.0 by Jouni Smed, Harri Hakonen
Cover of the book Thermal Properties Measurement of Materials by Jouni Smed, Harri Hakonen
Cover of the book Game of Thrones and Philosophy by Jouni Smed, Harri Hakonen
Cover of the book Interventional Techniques in Uro-oncology by Jouni Smed, Harri Hakonen
Cover of the book Intrapartum Care by Jouni Smed, Harri Hakonen
Cover of the book Control of Salmonella and Other Bacterial Pathogens in Low-Moisture Foods by Jouni Smed, Harri Hakonen
Cover of the book How Harvard and Yale Beat the Market by Jouni Smed, Harri Hakonen
Cover of the book Practical Guide to LTE-A, VoLTE and IoT by Jouni Smed, Harri Hakonen
Cover of the book Food Safety in the Seafood Industry by Jouni Smed, Harri Hakonen
Cover of the book Adobe After Effects CS5 Digital Classroom by Jouni Smed, Harri Hakonen
Cover of the book Introduction to Microfabrication by Jouni Smed, Harri Hakonen
Cover of the book The End of Finance by Jouni Smed, Harri Hakonen
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy