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001 | u11113 | ||
003 | SA-PMU | ||
005 | 20210418124400.0 | ||
008 | 150525s2016 nyua b 001 0 eng d | ||
010 | _a 2015950053 | ||
040 |
_aYDXCP _beng _erda _cYDXCP _dBTCTA _dBDX _dOCLCQ _dCDX _dCUI _dTXI _dOCLCF _dNYP |
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020 |
_a0134034309 _q(paperback) |
||
020 |
_a9780134034300 _q(paperback) |
||
035 | _a(OCoLC)910088623 | ||
050 | 4 |
_aQA76.76.C672 _bG53 2016 |
|
082 | 0 | 4 |
_a794.8/1526 _223 |
100 | 1 |
_aGlazer, Joshua L., _eauthor. |
|
245 | 1 | 0 |
_aMultiplayer game programming : _barchitecting networked games / _cJoshua Glazer, Sanjay Madhav. |
264 | 1 |
_aNew York, N.Y. : _bAddison-Wesley, _cc2016. |
|
300 |
_axvi, 365 pages : _billustrations (some color) ; _c23 cm |
||
336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
||
490 | 1 | _aAddison-Wesley game design and development series | |
504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aOverview of networked games -- The internet -- Berkeley sockets -- Object serialization -- Object replication -- Network topologies and sample games -- Latency, jitter, and reliability -- Improved latency handling -- Scalability -- Security -- Real-world engines -- Gamer services -- Cloud hosting dedicated servers. | |
650 | 0 |
_aComputer games _xProgramming. |
|
650 | 7 |
_aComputer games _xProgramming. _2fast _0(OCoLC)fst00872114 |
|
700 | 1 |
_aMadhav, Sanjay, _eauthor. |
|
830 | 0 | _aAddison-Wesley game design and development series. | |
938 |
_aBrodart _bBROD _n112928439 |
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938 |
_aBaker and Taylor _bBTCP _nBK0017153045 |
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938 |
_aYBP Library Services _bYANK _n12433245 |
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938 |
_aCoutts Information Services _bCOUT _n31596053 |
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029 | 1 |
_aAU@ _b000056789339 |
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942 | _cBOOK | ||
994 |
_aZ0 _bSUPMU |
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948 | _hNO HOLDINGS IN SUPMU - 47 OTHER HOLDINGS | ||
596 | _a1 2 | ||
999 |
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