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Josh Glazer - Multiplayer Game Programming: Architecting Networked Games

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The Practical Guide to Building Reliable Networked Multiplayer Games

Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. Youll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game.

First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. Youll learn how to ensure reliable performance despite the Internets inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud.

This guides content has been extensively tested through the authors multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games.

Coverage includes

  • How games have evolved to meet the challenges of networked environments
  • Using Internet communication protocols and standards in game development
  • Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming
  • Formatting game data for efficient Internet transmission
  • Synchronizing states so all players share the same world
  • Organizing networking topologies for large-scale games
  • Overcoming latency and jitter problems that cause delays or lost data
  • Scaling games without compromising performance
  • Combating security vulnerabilities and software cheats
  • Leveraging the networking functionality of the popular Unreal 4 and Unity game engines
  • Integrating gamer services such as matchmaking, achievements, and leaderboards
  • Running game servers in the cloud

About the Website C++ source code for all examples is available at github.com/MultiplayerBook . Instructors will also find a full set of PowerPoint slides and a sample syllabus.

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Multiplayer Game
Programming

Architecting Networked Games

Joshua Glazer
Sanjay Madhav

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Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals

The authors and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental or consequential damages in connection with or arising out of the use of the information or programs contained herein.

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Library of Congress Control Number: 2015950053

Copyright 2016 Pearson Education, Inc.

All rights reserved. Printed in the United States of America. This publication is protected by copyright, and permission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, 200 Old Tappan Road, Old Tappan, New Jersey 07675, or you may fax your request to (201) 236-3290.

ISBN-13: 978-013-403430-0
ISBN-10: 0-134-03430-9

Text printed in the United States on recycled paper at R.R. Donnelley in Crawfordsville, Indiana.
First printing: November 2015

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To Grilled Cilantro and the Jellybean You know who you are Joshua Glazer - photo 2

To Grilled Cilantro and the Jellybean. You know who you are.

Joshua Glazer

To my family for their support, and to all of my TAs over the years.

Sanjay Madhav

Preface

Networked multiplayer games are a huge part of the games industry today. The number of players and amount of money involved are staggering. As of 2014, League of Legends boasts 67 million active players each month. The 2015 DoTA 2 world championship has a prize pool of over $16 million at the time of writing. The Call of Duty series, popular in part due to the multiplayer mode, regularly has new releases break $1 billion in sales within the first few days of release. Even games that have historically been single-player only, such as the Grand Theft Auto series, now include networked multiplayer components.

This book takes an in-depth look at all the major concepts necessary to program a networked multiplayer game. The book starts by covering the basics of networkinghow the Internet works and how to send data to other computers. Once the fundamentals are established, the book discusses the basics of transmitting data for gameshow to prepare game data to be sent over the network, how to update game objects over the network, and how to organize the computers involved in the game. The book next discusses how to compensate for unreliability and lag on the Internet, and how to design game code to scale and be secure. cover integrating gamer services into and using cloud hosting for dedicated serverstwo topics that are extremely important for networked games today.

This book takes a very practical approach. Most chapters not only discuss the concepts, they walk you through the actual code necessary to get your networked game working. The full source code for two different games is provided on the companion websiteone game is an action game and the other is a real-time strategy (RTS). To help with the progression of topics, multiple versions of these two games are presented throughout the course of this book.

Much of the content in this book is based on curriculum developed for a multiplayer-game programming course at the University of Southern California. As such, it contains a proven method for learning how to develop multiplayer games. That being said, this book is not written solely for those in an academic setting. The approach taken by this book is just as valuable to any game programmer interested in learning how to engineer for a networked game.

Who Should Read This Book?

While covers some aspects of modern C++ used in this book, it is assumed that the reader already is comfortable with C++. It is further assumed that the reader is familiar with the standard data structures typically covered in a CS2 course. If you are unfamiliar with C++ or want to brush up on data structures, an excellent book to refer to is Programming Abstractions in C++ by Eric Roberts.

It is further assumed that the reader already knows how to program single-player games. The reader should ideally be familiar with game loops, game object models, vector math, and basic game physics. If you are unfamiliar with these concepts, you will want to first start with an introductory game programming book such as Game Programming Algorithms and Techniques

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