ActionScript for Multiplayer Games and Virtual Worlds
Author | : Makar |
Publisher | : |
Total Pages | : 313 |
Release | : 2009 |
Genre | : |
ISBN | : 9788131750209 |
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Author | : Makar |
Publisher | : |
Total Pages | : 313 |
Release | : 2009 |
Genre | : |
ISBN | : 9788131750209 |
Author | : Jobe Makar |
Publisher | : New Riders |
Total Pages | : 313 |
Release | : 2009-09-22 |
Genre | : Computers |
ISBN | : 0321679466 |
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
Author | : Jobe Makar |
Publisher | : New Riders Publishing |
Total Pages | : 0 |
Release | : 2010 |
Genre | : ActionScript (Computer program language) |
ISBN | : 9780321643360 |
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
Author | : Makzan |
Publisher | : Packt Publishing Ltd |
Total Pages | : 599 |
Release | : 2010-08-16 |
Genre | : Computers |
ISBN | : 1849690375 |
Build immersive, full-featured interactive worlds for games, online communities, and more.
Author | : Steve Fulton |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 750 |
Release | : 2013-04-11 |
Genre | : Computers |
ISBN | : 1449335888 |
Flash is fading fast as Canvas continues to climb. The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You’ll learn how to draw, render text, manipulate images, and create animation—all in the course of building an interactive web game throughout the book. Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics—whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development. Create and modify 2D drawings, text, and bitmap images Use algorithms for math-based movement and physics interactions Incorporate and manipulate video, and add audio Build a basic framework for creating a variety of games Use bitmaps and tile sheets to develop animated game graphics Go mobile: build web apps and then modify them for iOS devices Explore ways to use Canvas for 3D and multiplayer game applications
Author | : Gary Rosenzweig |
Publisher | : Pearson Education |
Total Pages | : 605 |
Release | : 2007-08-29 |
Genre | : Computers |
ISBN | : 0768689937 |
Gary Rosenzweig's ActionScript 3.0 Game Programming University shows you how to use ActionScript, the programming language behind Flash CS3 Professional. The lessons teach you all the basics of ActionScript programming through game examples, but the code can be easily adapted to non-game-oriented projects, such as web training and advertising. Written by a real-world Flash developer, this book presents you with the source code of 16 complete games and lays the foundation for you to create your own games. Gary also provides a companion website - flashgameu.com, which contains files, updates, new content, Gary's blog and much more.
Author | : John P. Doran |
Publisher | : Packt Publishing Ltd |
Total Pages | : 452 |
Release | : 2014-11-11 |
Genre | : Computers |
ISBN | : 1783553669 |
If you want to build enticing projects with Unity, this book is for you. Readers who are familiar with the basics of how to create simple projects in Unity will have an easier time.
Author | : Dirk Ifenthaler |
Publisher | : Springer Science & Business Media |
Total Pages | : 476 |
Release | : 2012-06-13 |
Genre | : Education |
ISBN | : 1461435463 |
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
Author | : Anthony Lewis Brooks |
Publisher | : Springer |
Total Pages | : 394 |
Release | : 2017-02-18 |
Genre | : Technology & Engineering |
ISBN | : 3319498797 |
This book presents current innovative, alternative and creative approaches that challenge traditional mechanisms in and across disciplines and industries targeting societal impact. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications; accessibility; digital-ethics and more. Focusing on engaging, meaningful, and motivating activities that at the same time offer systemic information on human condition, performance and progress, the book is of interest to anyone seeking to gain insights into the field, be they students, teachers, practicing professionals, consultants, or family representatives. By offering a wider perspective, it addresses the need for a core text that evokes and provokes, engages and demands and stimulates and satisfies.
Author | : Breanne A. Kirsch |
Publisher | : McFarland |
Total Pages | : 498 |
Release | : 2014-02-01 |
Genre | : Language Arts & Disciplines |
ISBN | : 1476613249 |
Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.