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Registro Completo |
Biblioteca(s): |
Ebooks. |
Data corrente: |
07/01/2011 |
Data da última atualização: |
16/06/2011 |
Autoria: |
STEED, A.; OLIVEIRA, M. |
Afiliação: |
Anthony Steed; Manuel Oliveira. |
Título: |
Networked graphics: building networked games and virtual environments |
Ano de publicação: |
2009 |
Fonte/Imprenta: |
San Francisco, Calif.: Morgan Kaufmann; Oxford: Elsevier Science [distributor], 2009. |
Páginas: |
p. cm. |
ISBN: |
9780123744234 |
Idioma: |
Inglês |
Conteúdo: |
PART I GROUNDWORK -- CHAPTER 1 Introduction -- CHAPTER 2 One on One (101) -- CHAPTER 3 Overview of the Internet -- CHAPTER 4 More Than Two -- PART II FOUNDATIONS -- CHAPTER 5 Issues in Networking Graphics -- CHAPTER 6 Sockets and Middleware -- CHAPTER 7 Middleware and Message-Based Systems -- CHAPTER 8 Middleware and Object-Sharing Systems -- CHAPTER 9 Other Networking Components -- PART III REAL SYSTEMS -- CHAPTER 10 Requirements -- CHAPTER 11 Latency and Consistency -- CHAPTER 12 Scalability -- CHAPTER 13 Application Support Issues.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. MenosPART I GROUNDWORK -- CHAPTER 1 Introduction -- CHAPTER 2 One on One (101) -- CHAPTER 3 Overview of the Internet -- CHAPTER 4 More Than Two -- PART II FOUNDATIONS -- CHAPTER 5 Issues in Networking Graphics -- CHAPTER 6 Sockets and Middleware -- CHAPTER 7 Middleware and Message-Based Systems -- CHAPTER 8 Middleware and Object-Sharing Systems -- CHAPTER 9 Other Networking Components -- PART III REAL SYSTEMS -- CHAPTER 10 Requirements -- CHAPTER 11 Latency and Consistency -- CHAPTER 12 Scalability -- CHAPTER 13 Application Support Issues.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 m... Mostrar Tudo |
Palavras-Chave: |
Computer games. |
Thesaurus Nal: |
computer graphics. |
Categoria do assunto: |
-- |
URL: |
https://www.sciencedirect.com/science/book/9780123744234
|
Marc: |
LEADER 02252nam a2200169 a 4500 001 1872006 005 2011-06-16 008 2009 bl uuuu u0uu1 u #d 020 $a9780123744234 100 1 $aSTEED, A. 245 $aNetworked graphics$bbuilding networked games and virtual environments$h[electronic resource] 260 $aSan Francisco, Calif.: Morgan Kaufmann; Oxford: Elsevier Science [distributor]$c2009 300 $ap. cm. 520 $aPART I GROUNDWORK -- CHAPTER 1 Introduction -- CHAPTER 2 One on One (101) -- CHAPTER 3 Overview of the Internet -- CHAPTER 4 More Than Two -- PART II FOUNDATIONS -- CHAPTER 5 Issues in Networking Graphics -- CHAPTER 6 Sockets and Middleware -- CHAPTER 7 Middleware and Message-Based Systems -- CHAPTER 8 Middleware and Object-Sharing Systems -- CHAPTER 9 Other Networking Components -- PART III REAL SYSTEMS -- CHAPTER 10 Requirements -- CHAPTER 11 Latency and Consistency -- CHAPTER 12 Scalability -- CHAPTER 13 Application Support Issues.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. 650 $acomputer graphics 653 $aComputer games 700 1 $aOLIVEIRA, M.
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