The computer game industry is clearly growing in the direction of
multiplayer, online games. Understanding the demands of games on IP
(Internet Protocol) networks is essential for ISP (Internet Service
Provider) engineers to develop appropriate IP services.
Correspondingly, knowledge of the underlying network's capabilities
is vital for game developers.
"Networking and Online Games" concisely draws together and
illustrates the overlapping and interacting technical concerns of
these sectors. The text explains the principles behind modern
multiplayer communication systems and the techniques underlying
contemporary networked games. The traffic patterns that modern
games impose on networks, and how network performance and service
level limitations impact on game designers and player experiences,
are covered in-depth, giving the reader the knowledge necessary to
develop better gaming products and network services. Examples of
real-world multiplayer online games illustrate the theory
Networking and Online Games: Provides a comprehensive,
cutting-edge guide to the development and service provision needs
of online, networked games. Contrasts the considerations of ISPs
(e.g. predicting traffic loads) with those of game developers (e.g.
sources of lag/jitter), clarifying coinciding requirements.
Explains how different technologies such as cable, ADSL (Asymmetric
Digital Subscriber Line) and wireless, etc., affect online
game-play experience, and how different game styles impose varying
traffic dynamics and requirements on the network. Discusses future
directions brought by emerging technologies such as UMTS (Universal
Mobile Telephone Service), GPRS (General Packet Radio Service),
Wireless LANs, IP service Quality, and NAPT/NAT (Network Address
Port Translation/Network Address Translation) Illustrates the
concepts using high-level examples of existing multiplayer online
games (such as Quake III Arena, Wolfenstein Enemy Territory, and
"Networking and Online Games" will be an invaluable resource for
games developers, engineers and technicians at Internet Service
Providers, as well as advanced undergraduate and graduate students
in Electrical Engineering, Computer Science and Multimedia
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