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ActionScript for Multiplayer Games and Virtual Worlds (One-Off) [Englisch] [Taschenbuch]

Jobe Makar
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Kurzbeschreibung

23. Juli 2009 One-Off
Covers of all aspects of multiplayer game development and virtual world development - The demand for multiplayer game developments has exploded in the past year to become a billion dollar industry - Author is a top virtual world developer using Flash ActionScript - A rare look at development in this highly lucrative market Summary This book starts off with the basics of who wants these applications and why and quickly moves into virtual world game development. The main focus is on deconstruction of all aspects of multiplayer game development and virtual world development. The book covers chatting, avatar creation, mini-game integration, pathfinding, and more.

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Produktinformation

  • Taschenbuch: 299 Seiten
  • Verlag: New Riders; Auflage: 1 (23. Juli 2009)
  • Sprache: Englisch
  • ISBN-10: 0321643364
  • ISBN-13: 978-0321643360
  • Größe und/oder Gewicht: 18,8 x 1,6 x 23 cm
  • Durchschnittliche Kundenbewertung: 2.5 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 197.329 in Englische Bücher (Siehe Top 100 in Englische Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Über den Autor

Jobe Makar (Elm City, NC) specializes in advanced ActionScript programming in all versions of Macromedia Flash and has authored several Flash programming books. He has over eight years experience building advanced applications, websites, and games using Flash, XML, HTML, JavaScript, and interacting with middleware. Jobe holds a Bachelor's Degree in Physics with 3 years of graduate study toward a PhD in physics. He has received several awards and acknowledgements for Flash programming and regularly speaks at industry conferences such as Flashforward, Flash in the Can, and Flash on the Beach. Jobe is a certified Flash trainer and developer.

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11 von 11 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen shameless plug for a commercial server product 16. Januar 2010
Format:Taschenbuch
This book is a huge disappointment. Despite the trendy topic and the promising title it completely fails to deliver. The crucial hint is the fact that the author is a founder of Electrotank. Because of that the book has become a thinly disguised advertisement for Electrotank's server product. Nowhere in the title or on the cover flap does it hint that all examples, text and code are basically useless without the commercial Electroserver. It would have been fair to distribute the book's content as free sample programs and tutorials with the server instead of selling it as a fully priced stand alone product. The way it stands it feels like a shameless rip-off.

There are lots of major shortcomings with the content. Despite dealing with network games there is basically no treatment whatsoever of networking protocols, encryption or compression schemes, redundancy or other such "minor details" that make networking code a hard problem. Instead it is assumed that all of these things are magically dealt with by the server product. In the same vain there isn't a single example of actual server code! There is a passing mention that you'll need to write plugins to handle the server side of things but you are only presented with half the game. Now to be fair the book is about ActionScript and you don't usually write the server parts in that language, but since the server is a non trivial part of any multiplayer game it would have been fair to spend a few words on that.

The chapter on security does mention many of the important topics that plague online developers. However, it stops well short of actually offering solutions to these issues. The advice can basically be summed up as "don't trust the client!". Cross site scripting, packet injection, SQL injection, hacking the client's memory and data encryption are all mentioned in small half paragraph passages. While the problems are well stated they can at best serve as entry points for google searches and by themselves offer very little actionable advice.

Many of the code examples in the book are worthless because they show nothing but long lists of member variable assignments. I already knew how to do that, thank you. The interesting part is not how to assign _x = 12; The interesting part is how that object actually synchronizes itself with the server and other clients. An apparently unimportant detail that gets skimped over because Electroserver will magically solve that for you. Similarly, some code examples which are actually useful miss the topic of the book. A* pathfinding or rendering an isometric view, while well presented, have little to do with multiplayer.

Last but not least there are the factual errors. Things like a set of equations, which, when you actually solve them, present results such as "server time = server time + offset". Huh? Or errors in diagrams where a bar chart is shown and a line supposedly marking the median (not mean, mind you) which doesn't fit any of the values.

While it is clear that the author is knowledgeable on the topic and brings a lot of experience the resulting book is unfortunately quite shallow and superficial. It also seems as if the author deals with games in quantity, not quality. This is understandable, considering he's in the business of selling a back end product and that lots of low quality games is where the flash game industry as a whole is currently at, but it's nevertheless lamentable. I personally would have hoped for someone who lives, breathes and loves games and doesn't treat them as a commodity.
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4.0 von 5 Sternen great overview on game development in Actionscript 5. Januar 2010
Von L. Rumbke
Format:Taschenbuch
A nice overview of several technological topics you will touch during the development of a multiplayer game. Nice to read and well structured this book comes handy even if you already know most of the details - it will help you structure your knowledge in a clear way. If you do notz know the details by now, this book will provide concrete code examples that work as solutions for things like communication, time synchronization, dead reckoning, collision detection, isometry calulations, pathfinding, etc. - all from a clearly practical perspectice.
The only (minor) bummer is the authors focus on ElectroServer (server application) without taking any look at competitors. But since this book wears "ActionScript" in its title, this should not be weightened too heavy. All in all a great and helpful book!
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31 von 36 Kunden fanden die folgende Rezension hilfreich
1.0 von 5 Sternen Nothing more than a promotional piece 25. Juni 2010
Von Denard D. Springle IV - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
I was very excited about this book when I read about it here on Amazon and read others reviews, but was very sadly disappointed by the content of this book when it finally arrived. First, it's very small - much smaller than any other book worth reading on Actionscript. Second, it boils down to little more than a promotional piece for ElectroServer - the commercial game server written by the company started by the author. It lacks any clear examples, and frankly has more 'this topic is too complex to be covered in this book' statements than any other book I've ever read... ever. The examples given are disjointed - I've not seen a single actual class in the whole book - just insignificant bits and pieces of code that don't go together. Lots of examples show just a tiny fraction of the whole class and leave you either having to dig through a download of content that should have been included with the book for the amount of money they charged for this fireplace starter, or imagine it for yourself. Very poorly written, very poorly done and very disappointing to someone hoping to learn more about developing better multiplayer content - but even for a seasoned professional this book is a hard read. Spare your nickel and give it to any other author who writes books to help others learn through working examples instead of shameless self promotion of commercial products through manuscript. I find the whole thing to be very distasteful to be honest about it and will not buy another book from this author ever again.
33 von 42 Kunden fanden die folgende Rezension hilfreich
2.0 von 5 Sternen Big on ideas, fails on examples 8. September 2009
Von Eric the Red - Veröffentlicht auf Amazon.com
Format:Taschenbuch
I'm really motivated to add the concepts in the book to my Actionscript arsenal, so I was excited for the arrival of this book and diving in. The book is an excellent crash course in multi-player game theory and fills a much-needed place in the AS book market.

The book fails, however, when it comes to the examples. While carefully avoiding the need to own Flash or Flex to complete the exercises and thereby lowering the barrier to entry, the author requires a free 3rd-party AS editor, Flash Develop, which doesn't have a Mac client. So Mac users, beware, this oversight throws up a road block right away.

The author says the projects can be imported into Flex Builder, but I haven't gotten this to work yet. Some projects require the fl.controls class which isn't native to the Flex SDK, so there's another road block. I'm still working on this one.

I did get a few examples to run from the Flash IDE, by creating an FLA and assigning the Main.as class as its document class. This wasn't without headache: you have to go into several of the example classes and adjust paths to get the classes to import. Not for the faint of heart.

A simple solution would be to include versions of the examples in the book's downloadable files that would easily import into Flex Builder or Flash. What AS developer doesn't own one of these? Be prepared to do a lot of forensics to get the examples to work. Disappointing. (Note to PeachPit: you could still do this!)

The upside: ElectroServer, the socket server that the entire book is based on, installs easily on a Mac.
1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great book on multiplayer concepts that you can apply for any language 3. Februar 2013
Von C. Moeller - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Von Amazon bestätigter Kauf
This book contains a lot of information, but the most helpful are the concepts used when working with multiplayer programming. The book does use their socket server, but they did write it in a way that you can apply the concepts for whatever language you're working in. Things like interpolation, and ways to try to sync the client and server. A decent amount of information about lag compensation in games, that I haven't found elsewhere.

It is currently my main go to book while working in kyronet in Java. There could be a lot more information, and I would love to see a follow up book, but I haven't been able to find as much information to actually start multiplayer game programming, as what is in this book.

Definitely recommended!
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