Networked Graphics: Building Networked Games and Virtual Environments

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9780123744234: Networked Graphics: Building Networked Games and Virtual Environments

This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet.

The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.

  • Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources.
  • The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments.
  • Case studies describing real-world systems show how requirements and constraints can be managed.

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About the Author:

Anthony Steed is a Professor at University College London. His research interests are in collaborative virtual environments, immersive virtual reality, interaction, and human animation. He has over 110 refereed conference and journal papers to date. He was program chair of the 2007, 2008, and 2009 IEEE Virtual Reality conferences. For part of the academic year 2006 - 2007 he was on sabbatical to Electronic Arts in Guildford. He is also the director of the Engineering Doctorate Centre in Virtual Environment, Imaging, and Visualization.

Manuel Fradinho Oliveira is the research director of Cyntelix, and is responsible for the business development of seveal successful innovations. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. He has more than 70 refereed conference and journal publications to date. His PhD thesis focused on creating networked virtual environment systems, which yielded a patent addressing subjective network compensation techniques.

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Steed, Anthony; Oliveira, Manuel Fradinho
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Book Description ELSEVIER SCIENCE TECHNOLOGY, United States, 2009. Hardback. Book Condition: New. 239 x 196 mm. Language: English . Brand New Book. This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. * Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources.* The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments.* Case studies describing real-world systems show how requirements and constraints can be managed. Bookseller Inventory # AA59780123744234

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Book Description ELSEVIER SCIENCE TECHNOLOGY, United States, 2009. Hardback. Book Condition: New. 239 x 196 mm. Language: English . Brand New Book. This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. This title offers everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources. The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments. Case studies describing real-world systems show how requirements and constraints can be managed. Bookseller Inventory # AA59780123744234

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Book Description Morgan Kaufmann, 2009. Hardback. Book Condition: NEW. 9780123744234 This listing is a new book, a title currently in-print which we order directly and immediately from the publisher. Bookseller Inventory # HTANDREE01196393

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Book Description Morgan Kaufmann, 2009. Book Condition: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: Part I - Groundwork 1. Networks, Graphics, Games 2. Making a Connection 3. Network Basics 4. Multiple Network Users Part II - Foundations 5. Issues in Networking Graphics 6. Middleware 7. Event-Centred System 8. Data-Centred System Part III - Real Systems 9. Real Network Constraints 10. Latency & Inconsistency 11. Data Reduction 12. Scalability and Quality of Service 13. Quality of Service 14. Security Part IV - Extensions 15. Data streaming 16. Existing Systems 17. Other Areas 18. Future. Bookseller Inventory # ABE_book_new_0123744237

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Book Description Oxford Elsevier LTD Dez 2009, 2009. Buch. Book Condition: Neu. 241x199x33 mm. Neuware - This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. 686 pp. Englisch. Bookseller Inventory # 9780123744234

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