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ActionScript for Multiplayer Games and Virtual Worlds

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  • Description
  • Sample Content
  • Updates
  • Copyright 2010
  • Dimensions: 7-3/8 X 9-1/8
  • Pages: 312
  • Edition: 1st
  • Book
  • ISBN-10: 0-321-64336-4
  • ISBN-13: 978-0-321-64336-0
  • eBook (Watermarked)
  • ISBN-10: 0-321-67945-8
  • ISBN-13: 978-0-321-67945-1

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
 

Online Sample Chapter

ActionScript for Multiplayer Games and Virtual Worlds: Introducing ElectroServer

Table of Contents

  1.    Web Game Landscape
  2.    Connecting Users
  3.    Security: You vs. Everyone Else
  4.    Introducing ElectroServer
  5.    Chat
  6.    Where Decisions are Made
  7.    Real-time Movement
  8.    Lobby System
  9.    Real-time Tank Game
10.    Tile-based Games
11.    Cooperative Game Play
12.    Isometric View
13.    Avatars
14.    Virtual Worlds
15.    Buddies and Relationships
16.    User Homes

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