CAIRO BOOKS's Description
The 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.
Networking and Online Games 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 theory throughout.
Networking and Online Games: Provides a comprehensive, cutting-edge guide to
the development and service provision needs of online, networked games.
Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those
of game developers (e.g. sources of lag/jitter), clarifying coinciding
requirements. Explains how different technologies such as cable, ADSL
(Asymmetric Digital Subscriber Line) and wireless, etc., affect online
game-play experience, and how different game styles impose varying traffic
dynamics and requirements on the network. Discusses future directions brought
by emerging technologies such as UMTS (Universal Mobile Telephone Service),
GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and
NAPT/NAT (Network Address Port Translation/Network Address Translation)
Illustrates the concepts using high-level examples of existing multiplayer
online games (such as Quake III Arena, Wolfenstein Enemy Territory, and
Networking and Online Games will be an invaluable resource for games
developers, engineers and technicians at Internet Service Providers, as well as
advanced undergraduate and graduate students in Electrical Engineering,
Computer Science and Multimedia Engineering.