
Fundamentals Of Network Game Development
by Lecky-Thompson,Guy W.-
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Summary
Author Biography
Table of Contents
Introduction | p. xiv |
The Challenge of Game Networking | p. 1 |
Types of Networking | p. 2 |
Dial-Up and PPP Networking | p. 3 |
Local Area Networking | p. 6 |
The Internet and World Wide Web | p. 7 |
Wireless LAN | p. 9 |
Cellular Technology | p. 10 |
Network-Gaming Models | p. 11 |
The Client/Server Model | p. 13 |
Dynamic (Real-Time) Network Gaming | p. 15 |
Connectionless Network Gaming | p. 16 |
Data Exchange in Network Gaming | p. 18 |
Security | p. 18 |
Split-Information Model | p. 21 |
Balancing Data Exchange | p. 23 |
Key Decisions | p. 24 |
Types of Network Games | p. 27 |
Multi-User Dungeon Games | p. 29 |
First Principles | p. 30 |
Text-Based MUDs | p. 36 |
Possibilities Beyond Text | p. 38 |
Arcade Games | p. 42 |
Gaming Model | p. 43 |
Security | p. 44 |
Data Exchange | p. 45 |
Massively Multi-Player Online Role-Playing Games (MMORPGs) | p. 47 |
Web and "Through the Browser" Games | p. 49 |
Text-Based Through-the-Browser Games | p. 52 |
Flash-Based Web Games | p. 52 |
Alternate-Reality Web Games | p. 53 |
From Theory to Development | p. 53 |
References | p. 54 |
Putting Game Networking Technology to Work | p. 55 |
Components of Network Gaming | p. 57 |
Communication | p. 57 |
Interaction | p. 59 |
The Platform | p. 61 |
Personal Computer | p. 61 |
Console | p. 62 |
Handheld Device | p. 63 |
Multi-Platform | p. 64 |
Complete System Architecture | p. 64 |
The Front-End Interface | p. 65 |
The Middleware | p. 71 |
The Back-End | p. 74 |
The Network | p. 76 |
A Comparison of Network Game Types | p. 79 |
Categorizing Multi-Player Network Games | p. 80 |
Pseudo Single-Player Online Games | p. 81 |
One-on-One Games | p. 81 |
Team-Based Multi-Player Games | p. 82 |
Map-Based Multi-Player Games | p. 82 |
Real Time-Strategy Games | p. 83 |
Massively Multi-Player Online (MMO) Games | p. 84 |
Massively Multi-Player Online Role-Playing Games (MMORPGs) | p. 84 |
Comparing Network Game Types | p. 84 |
Turn-by-Turn Games Versus Real-Time Action Games | p. 85 |
Multi-User Dungeon (MUD) Games Versus Real Time-Action Games | p. 85 |
NPC Combat Games Versus Pure Multi-Player | p. 86 |
Player Combat Games Versus NPC Combat Games | p. 87 |
In-Browser Games Versus Standalone Client Games | p. 88 |
Design Principles | p. 89 |
From Single Player to Multi-Player | p. 90 |
Adding Network Support | p. 91 |
Adding Multi-Player Support to the Design | p. 96 |
Testing Through Design | p. 98 |
Choosing the Technology for Your Game | p. 98 |
References | p. 100 |
Creating Turn-by-Turn Network Games | p. 101 |
Turn by Turn Defined | p. 103 |
The Game System | p. 104 |
Player Customization | p. 106 |
Case Study: Project Rockstar | p. 112 |
The Premise | p. 113 |
Setup | p. 114 |
Playing the Game | p. 115 |
Solutions to Possible Problems | p. 120 |
Alternative Approaches | p. 123 |
The Fictional PlanetStar RPG | p. 125 |
The Game Environment | p. 126 |
Profile, Ship Design, and Customization | p. 127 |
Update Cycles | p. 128 |
Pre-Programmed Combat | p. 129 |
Revenue Model | p. 130 |
In-Game Currency | p. 131 |
Advertising Networks | p. 133 |
Direct Sponsorship | p. 136 |
Commercializing a Turn-by-Turn Game | p. 136 |
References | p. 137 |
Creating Arcade and Massively Multi-Player Online Games (Real-Time) | p. 139 |
Game Models Revisited | p. 140 |
MMORPGs | p. 141 |
Arcade Action Games | p. 142 |
Anatomy of a Game Model | p. 143 |
Client Software Structures | p. 144 |
Building Server Solutions | p. 146 |
End-to-End Networking Using IP | p. 148 |
Revenue Models | p. 153 |
The Direct Revenue Model | p. 154 |
The Indirect Revenue Model | p. 154 |
Merging Real-Time Gaming with the Internet | p. 155 |
References | p. 156 |
Improving Network Communications | p. 157 |
Network Communication Issues | p. 158 |
Packet Loss | p. 160 |
Network Latency | p. 162 |
Solutions to Network Latency Problems | p. 166 |
Networking Topography | p. 166 |
Design-Based Workarounds | p. 170 |
Minimizing Exposure to Latency | p. 174 |
The Principle of Minimum Data in Transit | p. 178 |
Basic Data Reduction | p. 180 |
Using Compression | p. 182 |
Using Game Environment Prediction | p. 184 |
Data Loss and Dropped Connections | p. 189 |
Combating Data Loss | p. 189 |
Combating Dropped Connections | p. 191 |
References | p. 194 |
Removing the Cheating Elements | p. 195 |
What Is Cheating? | p. 197 |
What Are the Risks? | p. 198 |
Genre-Specific Risks | p. 199 |
Global Risks | p. 199 |
What Are the Solutions? | p. 200 |
Detection Approaches | p. 201 |
Prevention Versus Detection | p. 204 |
Action Versus Inaction | p. 205 |
Hacks, Cracks, and Cheat Codes | p. 207 |
How Hacks and Cracks Happen | p. 208 |
Types of Cheats | p. 212 |
Bots and Automated Playing | p. 215 |
Communication Layer Cheats | p. 216 |
Data-in-Transit Cheats | p. 216 |
Lookahead and Update Dropping | p. 217 |
Intentional Disconnections | p. 218 |
Solutions to Communication Layer Cheats | p. 219 |
Logic Layer Solutions | p. 221 |
Code Obfuscation in the Logic Layer | p. 222 |
Identifying Bots | p. 226 |
References | p. 228 |
Testing Network Games | p. 229 |
Principles of Testing | p. 231 |
The Testing Process | p. 231 |
Components | p. 235 |
Types of Testing | p. 238 |
Strategy | p. 239 |
Testing the Network Layer | p. 241 |
Simulating Network Issues | p. 241 |
Load Testing | p. 244 |
Sustained-Load Testing | p. 248 |
Peak-Traffic Testing | p. 249 |
Testing the Logic Layer | p. 251 |
Simulating Player Interaction | p. 251 |
Stress-Testing the Middleware | p. 253 |
Stress-Testing the Database | p. 253 |
Testing Non-Interactive Games | p. 255 |
Testing the Client Software | p. 258 |
Re-Using Prediction Code in Testing | p. 260 |
Prediction Is Al in Practice | p. 261 |
An Overview of Testing Options | p. 263 |
Network Programming Primer | p. 265 |
An Introduction to Socket Programming | p. 266 |
Types of Sockets | p. 267 |
Protocol Layers | p. 269 |
Server-Side Sockets | p. 271 |
Client-Side Sockets | p. 272 |
Using Polling | p. 272 |
Server-Side Polling | p. 272 |
Client-Side Polling | p. 273 |
Sequential Processing Techniques | p. 274 |
Socket Polling Example | p. 274 |
Enhancements to Basic Round Robin | p. 275 |
Socket Programming | p. 276 |
Data Types | p. 277 |
Sockets and Ports | p. 278 |
Sending and Receiving Data | p. 283 |
Client Example | p. 287 |
Server Example | p. 290 |
Open-Source Code Libraries | p. 295 |
MUD Libraries | p. 296 |
Action Games | p. 297 |
Web Gaming | p. 299 |
Final Thoughts | p. 300 |
References | p. 301 |
Index | p. 303 |
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