Networked Graphics

Building Networked Games and Virtual Environments

Nonfiction, Computers, Application Software, Computer Graphics, Art & Architecture, General Art, Graphic Art & Design, General Design, General Computing
Cover of the book Networked Graphics by Manuel Fradinho Oliveira, Anthony Steed, Elsevier Science
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Author: Manuel Fradinho Oliveira, Anthony Steed ISBN: 9780080922232
Publisher: Elsevier Science Publication: October 30, 2009
Imprint: Morgan Kaufmann Language: English
Author: Manuel Fradinho Oliveira, Anthony Steed
ISBN: 9780080922232
Publisher: Elsevier Science
Publication: October 30, 2009
Imprint: Morgan Kaufmann
Language: English

Networked Graphics 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. It 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.
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Networked Graphics 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. It 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.

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