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Networking and Online Games


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Clearly growing computer gaming industry toward multiplayer, online game. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are discussed in depth, giving the reader the knowledge necessary to develop better gaming products and network services. Networking and Online Games: Provides a comprehensive, sophisticated guide for development and service provision needs of online, gaming network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT / NAT (Network Address Port Translation / Network Address Translation) To describe the concept using a high-level example of multiplayer online games that already exist (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will become a valuable resource for game developers engineers, and technicians at Internet Service Provider, and advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Computer eBook Details

  • ISBN-10: 0470018577
  • ISBN-13: 9780470018576
  • Publisher: Wiley
  • Pages: 232
  • Date: June 2006

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