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Let`s Build a Multiplayer Phaser Game, Oscar Lodriguez


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Цена: 3912.00р.
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При оформлении заказа до: 2025-07-28
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Автор: Oscar Lodriguez
Название:  Let`s Build a Multiplayer Phaser Game
ISBN: 9781484242483
Издательство: Springer
Классификация:


ISBN-10: 1484242483
Обложка/Формат: Soft cover
Страницы: 151
Вес: 0.27 кг.
Дата издания: 2019
Язык: English
Издание: 1st ed.
Иллюстрации: 8 illustrations, black and white; xiii, 151 p. 8 illus.
Размер: 234 x 156 x 9
Читательская аудитория: Professional & vocational
Основная тема: Computer Science
Подзаголовок: With TypeScript, Socket.IO, and Phaser
Ссылка на Издательство: Link
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Поставляется из: Германии
Описание: Create a fully working multiplayer game from scratch using TypeScript, Socket.IO, and the community edition of Phaser.js. You will achieve amazing feats in the browser without having to install any software. This book teaches you how to use the Phaser game engine APIs to tap into physics, and how to utilize HUD information and fire lasers.Let’s Build a Multiplayer Phaser Game dives into the details to show you how to create a multiplayer game from beginning to end. Once you have finished this book, you will be well versed in creating not only a game, but also an application that you can extend with new functionality to enjoy with your friends.What Youll LearnDiscover the ins and outs of Socket.IO for real-time web communicationUse TypeScript to allow your project to be typed and self-documentingSee how gaming mechanics work to make a game entertainingGet a deeper understanding of how to structure your working directory and your codeScale what you have createdWho This Book Is ForDevelopers who want to know how to create and structure a complex online game
Дополнительное описание: Chapter 1: Introduction.- Chapter 2: Setting Up Our Development Environment.- Chapter 3: Orchestrating Our Domain Model.- Chapter 4: Implementing Our Game Domain Models.- Chapter 5: Seeing It In Action.- Chapter 6: Projectiles.- Chapter 7: Hooking Up Our



The Unified Process Construction Phase

Автор: Ambler
Название: The Unified Process Construction Phase
ISBN: 192962901X ISBN-13(EAN): 9781929629015
Издательство: Taylor&Francis
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Цена: 7195.00 р.
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Описание: Is the Unified Process the be all and end all standard for developing object-oriented component-based software? This book is the second in a four volume series that presents a critical review of the Unified Process

Multiplayer Game Development with HTML5

Автор: Silveira Rodrigo
Название: Multiplayer Game Development with HTML5
ISBN: 1785283103 ISBN-13(EAN): 9781785283109
Издательство: Неизвестно
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Цена: 4137.00 р.
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Unity Networking Fundamentals: Creating Multiplayer Games with Unity

Автор: Kelly Sloan, Kumar Khagendra
Название: Unity Networking Fundamentals: Creating Multiplayer Games with Unity
ISBN: 1484273575 ISBN-13(EAN): 9781484273579
Издательство: Springer
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Цена: 8384.00 р.
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Описание: Beginning-Intermediate user level

Unity Multiplayer Games

Автор: Stagner Alan
Название: Unity Multiplayer Games
ISBN: 1849692327 ISBN-13(EAN): 9781849692328
Издательство: Неизвестно
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Цена: 9010.00 р.
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Development and Deployment of Multiplayer Online Games, Vol. I: Gdd, Authoritative Servers, Communications

Автор: Hare `No Bugs`
Название: Development and Deployment of Multiplayer Online Games, Vol. I: Gdd, Authoritative Servers, Communications
ISBN: 3903213063 ISBN-13(EAN): 9783903213067
Издательство: Неизвестно
Цена: 5511.00 р.
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Описание:

Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together.

The series is highly praised by prominent representatives of the multiplayer gamedev industry. An "Early Praise" page within the book lists several testimonials by people from billion-dollar and/or AAA companies with job titles ranging from Managing Director and CTO to Backend Technical Director and Principal Software Engineer.

Genres: From Social Games to MMOFPS, with Stock Exchanges In Between. Development and Deployment of Multiplayer Online Games aims to cover pretty much all the MOG genres - ranging from social games to MMORPGs and MMOFPS. While there are certainly differences between the genres, around 80% of the discussed concepts apply across the board.

Level: Intermediate]. This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from). Rather, it is intended for those intermediate developers who want to progress into senior ones, and all the way up to CTOs and architects.

In particular, there is no explanation of what event-driven programming is about, what the difference is between optimistic locking and pessimistic locking, why do you need a source control system, and so on. Instead, there will be discussions on how the concept of futures fits into event-driven programming, when the use of optimistic locking makes sense for games, and how to use source control in the presence of unmergeable files.

This Volume: Vol. I Vol. I starts Part ARCH(itecture), and includes three Chapters. Chapter 1 discusses Game Design Document (GDD) - mostly concentrating on its multiplayer specifics of GDDs. Chapter 2 explores the all-important aspects of cheating - which is virtually non-existent in single-player games and games between friends, but plays an enormous role in multiplayer games; the resulting analysis leads to Authoritative Server architectures (note that discussion on implementing anti-cheating measures is much longer than it is possible to fit into Vol. I, and will take the whole Vol. VIII). The largest chapter of Vol. I, Chapter 3, is dedicated to typical multiplayer communication flows. Along the course of this discussion, it will cover lots of different topics, including such different things as Client-Side Prediction, Low-Latency Compressible State Sync, Lag Compensation and its dangers, and Inter-DB Async Transfer with Transactional Integrity

Developing Turn-Based Multiplayer Games: With Gamemaker Studio 2 and Nodejs

Автор: Rajiv Yadu
Название: Developing Turn-Based Multiplayer Games: With Gamemaker Studio 2 and Nodejs
ISBN: 1484238605 ISBN-13(EAN): 9781484238608
Издательство: Springer
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Цена: 4890.00 р.
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Описание:

Create your first turn-based multiplayer game using GameMaker Studio 2’s built-in networking functions as well as using a simple NodeJS server. This book introduces you to the complexities of network programming and communication, where the focus will be on building the game from the ground up.
You will start with a brief introduction to GameMaker Studio 2 and GML coding before diving into the essential principles of game design.
Following this, you will go through an introductory section on NodeJS where you will learn how to create a server and send and receive data from it as well as integrating it with GameMaker Studio. You will then apply multiplayer gaming logic to your server and unlock multiplayer game features such as locating a player, syncing their data, and recording their session.
What You Will Learn
Discover the architecture of GameMaker Studio 2
Add new features to your game with NodeJS modules
Integrate GameMaker Studio 2 with NodeJS
Master GameMaker Studio 2's built-in networking functions
Who This Book Is For
GameMaker Studio users who want to understand how the networking components of GMS 2 work. Basic JavaScript knowledge is required.
Building Multiplayer Games in Unity: Using Mirror Networking

Автор: Engelbrecht Dylan
Название: Building Multiplayer Games in Unity: Using Mirror Networking
ISBN: 1484274733 ISBN-13(EAN): 9781484274736
Издательство: Springer
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Цена: 9083.00 р.
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Описание: Intermediate-Advanced user level

Development and Deployment of Multiplayer Online Games, Vol. II: DIY, (Re)Actors, Client Arch., Unity/UE4/ Lumberyard/Urho3D

Автор: Hare `No Bugs`
Название: Development and Deployment of Multiplayer Online Games, Vol. II: DIY, (Re)Actors, Client Arch., Unity/UE4/ Lumberyard/Urho3D
ISBN: 3903213160 ISBN-13(EAN): 9783903213166
Издательство: Неизвестно
Рейтинг:
Цена: 5511.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Trying to develop your own multiplayer online game can be overwhelming, especially as information on multiplayer specifics is very scarce. The nine-volume Development and Deployment of Multiplayer Games series is an attempt to summarize a body of knowledge that is known in the industry, but is rarely published, let alone published together.

Roguelike Development with JavaScript: Build and Publish Roguelike Genre Games with JavaScript and Phaser

Автор: Garzia Andre Alves
Название: Roguelike Development with JavaScript: Build and Publish Roguelike Genre Games with JavaScript and Phaser
ISBN: 1484260589 ISBN-13(EAN): 9781484260586
Издательство: Springer
Рейтинг:
Цена: 7685.00 р.
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Описание: Chapter 1: Before We Begin

Chapter Goal: Introduces the reader to roguelike and the technologies used.

Sub -Topics

- Roguelike history

- Why develop roguelikes

- Why use web technologies

- Why Phaser

Chapter 2: Introduction to Phaser

Chapter Goal: Provide a quick introduction to Phaser

Sub - Topics

- Displaying a scene

- Game loops

- Controlling a player character

- Tile-based maps without procedural generation

Chapter 3: Enemies and Permadeath

Chapter Goal: Populating the game from the previous chapter with enemies and providing the initial game mechanics

Sub - Topics:

- How to build enemies

- Turn-based action

- Enemy AI

- Combat

Chapter 4: Treasure and Upgrades

Chapter Goal: Adding rewards for the player and how to provide gameplay progression

Sub - Topics:

- Multiple levels in a dungeon

- Adding treasure

- Adding upgrades

- Adding monster loot

- Inventory screen

Chapter 5: Character Classes

Chapter Goal: Create multiple character classes with different abilities and double check how that affects gameplay

Sub - Topics:

- Character classes

- Wizard

- Cleric

- Elf

- Necromancer

Chapter 6: Procedurally Generated Dungeons

Chapter Goal: Introduces you to procedural generation. Replace the current maps with procedurally generated dungeons

Sub - Topics:

- Procedural generation introduction

- Generating dungeons

- Bias

- Different types of dungeons

Chapter 7: Procedurally Generated Monsters and Treasure

Chapter Goal: Use procedural generation to customize the monsters and treasures according to the dungeon layout

Sub - Topics:

- Custom monsters

- Custom treasure

- Changing parameters depending on dungeon layout

Chapter 8: The Power of Storytelling

Chapter Goal: Tie the features we currently have in the game together in a cohesive experience through the power of storytelling

Sub - Topics:

- Storytelling concepts

- Non-player charac

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