Networking And Online Games

Today, computer games are sold to an increasingly significant market whose annual revenues already exceed that of the Hollywood movie industry. Multi-player games are making greater use of the Internet and the driving demand for ‘better than dial-up’ access services in the consumer space. Yet many networking engineers are unfamiliar with the games that utilise their networks, as game designers are often unsure of how the Internet really behaves.
Regardless of whether you are a network engineer, technical expert, game developer, or student with interests across these fields, this book will be a valuable addition to your library. We bring together knowledge and insights into the ways multi-party/multi-player games utilise the Internet and influence traffic patterns on the Internet. Multi-player games impose loads on Internet Service Providers (ISPs) quite unlike the loads generated by email, web surfing or streaming content.
People’s demand for realistic interactivity creates somewhat unique demands at the network level for highly reliable and timely exchange of data across the Internet – something the Internet rarely offers because of its origins as a ‘best effort’ service. Game designers have developed fascinating techniques to maintain a game’s illusion of shared experiences even when the underlying network is losing data and generally misbehaving.
TABLE OF CONTENT:
Chapter 01 - Introduction
Chapter 02 - Early Online and Multiplayer Games
Chapter 03 - Recent Online and Multiplayer Games
Chapter 04 - Basic Internet Architecture
Chapter 05 - Network Latency, Jitter and Loss
Chapter 06 - Latency Compensation Techniques
Chapter 07 - Playability versus Network Conditions and Cheats
Chapter 08 - Broadband Access Networks
Chapter 09 - Where Do Players Come from and When
Chapter 10 - Online Game Traffic Patterns
Chapter 11 - Future Directions
Chapter 12 - Setting Up Online FPS Game Servers
Chapter 13 - Conclusion
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January 19th, 2008 18:20
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