Description

The days when Computer Graphics applications were represented by re-mastered Disney cartoons and Ms. PacMan are over. Fighter pilots and surgeons train to kill and save lives with computer graphics simulation environments. Massively multiplayer online games (MMOGs) allow hundreds or thousands of players to simultaneously interact in breathtakingly detailed 3D worlds they are connected to via the Internet. This means that it’s no longer enough for developers and programmers working on these apps to create incredible computer graphics. Now these graphics must also have sophisticated networking capabilities. This comprehensive tutorial teaches programmers everything they need to know in order 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 goes beyond simply ensuring that readers will achieve the best performance in a given design, to offer a broader view into what types of architectures are possible, uncovering the real differences between open and closed platforms. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous examples and case studies with working code in C++ and Python are featured throughout the text, covering groundbreaking academic research and military simulation systems such as SimNet, RING and DIVE, as well as industry-leading game designs including Quake, modern MMOGs, Burnout and Secondlife.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 Python that developers can use in their own design experiments. Over a dozen detailed case studies describe real-world systems to show designers how important skills and concepts can be practically implemented.

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