Algorithms And Networking For Computer Games,Used

Algorithms And Networking For Computer Games,Used

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SKU: SONG0470018127
Brand: Wiley-Blackwell
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Algorithms And Networking For Computer Games Is An Essential Guide To Solving The Algorithmic And Networking Problems Of Modern Commercial Computer Games, Written From The Perspective Of A Computer Scientist. Combining Algorithmic Knowledge And Gamerelated Problems, The Authors Discuss All The Common Difficulties Encountered In Game Programming.The First Part Of The Book Tackles Algorithmic Problems By Presenting How They Can Be Solved Practically. As Well As 'Classical' Topics Such As Random Numbers, Tournaments And Game Trees, The Authors Focus On How To Find A Path In, Create The Terrain Of, And Make Decisions In The Game World. Part Two Introduces Networking Related Problems In Computer Games And Focuses On Three Key Questions: How To Hide The Inherent Communication Delay, How To Utilize Limited Network Resources, And How To Cope With Cheating.Algorithms And Networking For Computer Games Provides A Comprehensive Resource That Offers Deeper Algorithmic Insight Into Game Programming And Explains Gamespecific Network Considerations. Read On For... Algorithmic Solutions In Pseudo Code Format, Which Not Only Emphasizes The Idea Behind The Solution, But Also Can Easily Be Written Into The Programming Language Of Your Choice. A Section On The Synthetic Player, Covering Decisionmaking, Influence Maps, Finitestate Machines, Flocking, Fuzzy Sets And Probabilistic Reasoning. Indepth Treatment Of Network Communication Including Dead Reckoning, Local Perception Filters And Cheating Prevention. 51 Readytouse Algorithms And 178 Illustrative Exercises.Algorithms And Networking For Computer Games Is A Mustread Text For Advanced Undergraduate And Graduate Students On Computer Gamerelated Courses, Postgraduate Researchers In Gamerelated Topics, And Game Developers Interested In New Approaches And The Theoretical Background To Games.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: How many pages does the book have? A: The book has two hundred eighty-eight pages. This provides ample content for both theoretical understanding and practical applications in game programming.
  • Q: What is the binding type of this book? A: The book is hardcover. This durable binding enhances longevity and makes it suitable for frequent use in study or reference.
  • Q: What are the dimensions of the book? A: The book measures six point eight seven inches in length, zero point nine one inches in width, and nine point eight two inches in height. These dimensions make it a manageable size for reading and transport.
  • Q: Who is the author of the book? A: The author of the book is Jouni Smed. He provides expertise in computer science and game programming, making the book a reliable resource.
  • Q: What topics does the book cover? A: The book covers algorithmic and networking problems in computer games. It includes classical topics like random numbers and game trees, along with networking challenges.
  • Q: How do I apply the algorithms from the book? A: You can apply the algorithms in your game programming projects. The solutions are presented in pseudo code, which can be easily translated into any programming language.
  • Q: Is this book suitable for beginners? A: No, this book is not primarily designed for beginners. It's intended for advanced undergraduate and graduate students, as well as game developers with some experience.
  • Q: What level of education is this book suitable for? A: The book is suitable for advanced undergraduate and graduate students. It also serves postgraduate researchers and professional game developers.
  • Q: Can I use this book for game development courses? A: Yes, this book is ideal for computer game-related courses. It offers valuable insights into algorithmic solutions and networking considerations in gaming.
  • Q: How do I keep this book in good condition? A: To keep the book in good condition, store it upright in a dry place. Avoid exposing it to direct sunlight to prevent fading and damage.
  • Q: What if the book arrives damaged? A: If the book arrives damaged, you should contact the seller for a replacement or refund. Most sellers have policies in place for such situations.
  • Q: Is there a warranty on the book? A: No, books typically do not come with a warranty. However, check the seller's return policy for any guarantees regarding the product.
  • Q: Are there exercises included in the book? A: Yes, the book includes one hundred seventy-eight illustrative exercises. These exercises help reinforce the concepts discussed in the text.
  • Q: Does the book discuss ways to prevent cheating in games? A: Yes, the book addresses cheating prevention as part of its networking-related problems section. It offers strategies to cope with this common issue.
  • Q: What publisher released this book? A: The book is published by Wiley-Blackwell. This publisher is known for its quality academic and professional publications.

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