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.
General
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