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Multiplayer Game Programming [Anglais] [Broché]

Todd Barron , Andre LaMothe

Prix : EUR 124,85 LIVRAISON GRATUITE En savoir plus.
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Amazon.com: 3.7 étoiles sur 5  51 commentaires
34 internautes sur 34 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Better than a Lamothe book as far as content goes 22 septembre 2001
Par Michael J. Micai - Publié sur Amazon.com
Format:Broché
OK well I know many people who are really serious about game programming get turned off by the Lamothe books because they basically go over the same old 2d information over and over again, and never actually seem up to date. This book is up to date, and has good information. It uses DirectX 8.0, and actually goes into 3d programming which is nice. I personally do not care for the DirectPlay information, I like Sockets, but either way they are both there. I will go through the pro's and cons.
Pros:
Easy to read and understand
Has quite a bit of good information and history
Definately good as a reference book
Covers DPlay and Sockets
Covers D3D, which i believe is nice to have even though it doesnt pertain to the multiplayer end.
Great service, I emailed the author and he emailed back. Can be quite a useful thing
Cons:
The code is poorly documented in many spots. While it is explained afterward, it would be nice to have a lot more comments. (which is something that Lamothe does quite nicely in his books)
Not very much ACTUAL GAME SERVER type code.. I've practically read over the book already, and while I have a general idea of how I will get this going, I feel more like i'm adapting chat programs to make my game.
Not enough on sockets... The sockets information was just too vague to me.
The DirectPlay information seemed mostly like pasted information out of the SDK Documentation. Honestly, the reason I bought the book was because I didn't get what was in the documentation very well.
And lastly i'd like to see more information on actually obtaining and setting up your server for a MMORPG. Things like security, what type of connection to get and how to get it etc.
Well, the cons seem bigger than the pros, but its really not like that. Just be warned that there are only about 200 or 400 pages out of this 800 page book that really focus on the issue of writing your server. Really, i'd like to see a sequel that really delved into the advanced issues, and really layed out things like sockets.
OK well finally, i'm glad I bought this book. I enjoyed it, and still am. It's a good book definately, and the perks of it are nice. I just feel like I want more, and there is nowhere to get it as of now. Based on this book, I would buy a sequel if it was put out. If I had it to do again, i'd buy this book again. Enough said, if you want to program games, buy this book. It's one you need on your shelf, as well as "Tricks Of The Windows Programming Gurus", and your most MOST important resource, the DirectX SDK. Because most of these books out today are just people who read and interpret the samples from it, and just print em out in a book. I learned most of the stuff from the SDK.
54 internautes sur 66 ont trouvé ce commentaire utile 
2.0 étoiles sur 5 Big let down but maybe I set myself up for it. 23 juillet 2001
Par Leigh McRae - Publié sur Amazon.com
Format:Broché
I bought the book online without seeing it first so its likely was my own fault. If I had a chance to browse it I would never have bought it. It wasn't the wasted coin that bothered me it was the let down when it contained almost no useful information. Going by the title, I would expect 50% of the book to be about Multiplayer Game Programming and it wasn't. What was wrong. Basiclly it is a Dummies book that holds your hand through the whole thing. Skims over all the real problems in multiplayer gaming.
1) A history of Multiplayer games is important but it should be shorter and I don't need reminiscing.
2) Its fine to have DirectPlay but skip the whole sockets thing if your not going to explain the important/relevant parts such as UDP.
3) The book has major fill. Redundant code listings fill a lot of the book. Having C and then C++ versions of the same code was a huge filler. If you want to provide that then put it on the CD.
4) I don't need a course on 3D graphics thanks. Thats another book.
5) Skip the C++ course also. The author is likely new to C++. A statement that C++ has shorter compile times is off the wall.
6) Visual C++ course could be left out.
7) Having DirectInput only and since most of the book talks DirectPlay maybe "for Windows" should be in the title?
19 internautes sur 22 ont trouvé ce commentaire utile 
1.0 étoiles sur 5 Makes a better doorstop than info source! 27 décembre 2001
Par Ross P. Wright - Publié sur Amazon.com
Format:Broché|Achat authentifié par Amazon
Talk about false advertising. The title of this book should be "game programming for idiots." I bought this book hoping to find some insight into multi-player game design with an emphasis on massively multi-player applications, and what I got was a phonebook sized stack of paper that does an excellent job of explaining the issues involved without actually giving any solutions! Let me sum up the knowledge contained within...
When implementing a multiplayer game you can use a client-server or peer to peer architecture. Peer to peer results in more connections. And you might look into using sockets or DirectPlay, but you'll need to buy a different book to really understand what is going on...oh and with mmporpg applications you'll have to worry about zones and server boundaries, but how to solve those problems is left as a exercise for the reader!
12 internautes sur 13 ont trouvé ce commentaire utile 
2.0 étoiles sur 5 Lots of Writing / Little to Learn 14 août 2002
Par Shawn Holmes - Publié sur Amazon.com
Format:Broché
To be honest, I expected this book to contain more coverage of Sockets, as well as DirectPlay...unfortunately, there is a lot of unnecessary info within the content of this book. As other reviewers have said, there is a significant amount of space dedicated to covering "generic game development", including Direct3D, sound, as well as C++...none of which should feature in this book.
Since another reviewer has already gone on to say what is *wrong* with the book, let me hit this with a different angle and suggest what I would think would've have made this book (at its size) outstanding:
1. More chapters on pure Sockets code. Peer to Peer. Client/Server. Additions on support for NAT/Firewalled clients would be nice (maybe an advanced chapter). Less on "chat" clients and more on game-related network communications (ie The Tic-Tac-Toe example should have been a complete, working application w/source on the CD, instead of "alluded to" in the book.)
2. More information on TCP vs. UDP, why online games mostly use the latter. Code that examines these issues.
3. More problem solving with multiplayer issues. Code that deals with latency. Code that dynamically handles server dropping (ie assigning one of the clients to be the new server).
Mostly, I was looking for a lot more source code looking at complete, yet simple games using networking in multiple formats (real-time, turn-based, etc). Instead, I felt a rush from pratically no knowledge (basics of send/recv) to almost instantly dealing with MMORPG architecture (!!!) A little unbalanced, at best.
16 internautes sur 19 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 Finally, A complete book on network game programming! 22 juin 2001
Par "dwdavi@acxiom.com" - Publié sur Amazon.com
Format:Broché
I had been waiting a long time for a book to come out that covers game networking and this book is well worth the wait! Everything I was looking for to get started with incorporating network code into my game is included.
I like it that the programs start out easy and add complexity as you progress through the book. Finally, there are Direct Play examples that don't use Windows interfaces! The coverage of the major DirectX 8 components alone makes the book worth it. One of my favorite aspects of the book is the inclusion of complete games. I can't count how many books I have read that talk all about game programming but don't actually include any complete game code examples.
I strongly recommend you add this one to your game development collection.
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