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Massively Multiplayer Game Development (Game Development Series)

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Manufacturer: Charles River Media Average Customer Rating: Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5

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Massively Multiplayer Game Development (Game Development Series)


Binding: Hardcover
Dewey Decimal Number: 794.81526
EAN: 9781584502432
ISBN: 1584502436
Label: Charles River Media
Manufacturer: Charles River Media
Number Of Items: 1
Number Of Pages: 484
Publication Date: 2003-02-14
Publisher: Charles River Media
Studio: Charles River Media

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Spotlight customer reviews:

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: GREAT resource, answers a lot of questions!!
Comment: This book is exactly what I've been looking (and wishing) for!! I feel terrible that I found it FIVE years after it's been out!
I'm a hobbyist game programmer, a senior in high school, and I've been wanting to make my own MMOG since late middle school. Of course, back then my vision was more... general, unrealistic, overenthusiastic. But over these past few years, as I have matured and gained experience in programming, I've been building up to the time when I had a clear view of what I wanted and exactly how to get there, and especially how much work would be involved. I've taught myself all about general game programming using several other books, but the whole time my goal has been a MMO, and while the books taught general game development, none of them really mentioned how to develop on a 'massive' scale - even the books concerning online games. Finally, I've found one that's not only focused on MMOGs, but has exactly the information I want.
I have researched plenty books and websites, but this is a HUGE source of information that I couldn't find anywhere else! Tips on how to organize server farms, complete UML code explaining a full MMORPG framework, tips on server and client development, etc. - just read the table of contents. This book is out of print, but if you are looking to make a Massively Multiplayer game, get your hands on it immediately!!
Another great aspect of the book is that at the end of each separate article, there is a list of resources. It's like a bibliography of the articles that the editor used to compile the article, including the original article itself and any additional sources used. This referred me to several other great game design books that I never would have considered.
If you have questions, like I had, about how to synchronize objects between client and server, how to handle movement and collision detection, how to design and implement the back-end database, how to protect from 'rogue' players (commonly called 'hackers') and so on, this book will answer all those questions and more.

I am writing this review from the perspective of both programmer and designer (well, whole-game-maker, but I've got a couple friends so I consider those my primary roles) - and the programmer will get a whole lot out of this book. A designer will also get some great ideas, and I have not yet read a lot of this book (especially the section meant for designers), so I'm sure I'm underestimating.

A single warning though: You should already have a pretty clear vision of what kind of game you want to make, and in the case of a programmer, have a thorough understanding of the programming language, and all the systems of a game - especially graphics and networking. The book describes thoroughly all the processes but does not go into details about how to form and transmit packets, so you'll have to look into that elsewhere (read up on sockets, possibly the library RakNet, for more info).

Overall, this is a great book, and I would rate it higher if I could! I may even consider getting MMGD 2 now that I've seen the high quality of this one!

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: Told me what I wanted
Comment: PLEASE NOTE THAT THIS IS THE SAME REVIEW AS THE SEQUELS BOOK, THAT IS BECAUSE I CONSIDER THEM TO BE EQUALLY AS GOOD AS EACH OTHER.
DON'T BUY ONE BOOK, GET THEM BOTH.

As a games programmer I wanted to branch out into a MMG and this book was one of 4 that taught me everything I wanted to know.

This book is split into 3 main sections; each section has several chapters about differant aspects of the MMP's. If you have any interest in MMP games you cannot help but to find most chapters helpful.
I will admit that some chapters bored me and I skipped them, but the amount of helpful chapters there were more than made up for it.

Each chapter has been written by a differant person and quick searches on google makes you realise that these people really do not their particular areas of expertise.

James

Customer Rating: Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5Average rating of 5/5
Summary: MMO encyclopedia
Comment: Thos book is a collection of wisdom, aimed to provide an overall view of what you need to consider to write your own MMO. There is no code and the articles do not go too deep, which is not a bad thing, because they provide easy to understand contents. So before writing any code, read a related article, avoid pitfalls and only then start writing. I have been reading this book for several months, over and over and I still love it. There is no need to read the articles in any particular order and each reading session can be as short as 30 min. and still provide good knowledge to you. This book is a must have on your bookshelf if you are serious about MMO games and use other people's knowledge to shorten you own development cycle. I like it so much, I just bought the 2nd edition, which looks very promising, too. And dear author(s), if you write a book with a framework, I'll buy that one, too, without any doubt.

Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: interesting read
Comment: This book is very interesting to read, since it covers a broad range of information about Multiplayer Gaming. But you shouldn't expect every MM secret to be lighted up in this one book. It is a book with dozends of chapters about many aspects of MM gaming, so it is a good starting point to enter the topic and get a broader knowledge of what MM games are and what aspects you have to think about. In my opinion, you will need more books in addition to this (such as the gem series or MM2).


Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: A thoughtful compendium of wisdom
Comment: A fascinating book that compiles an array of essays by professionals in today's MMO industry. Each chapter brings something new and unique to consider: from the database to the game engine, costumer service to the network protocols, AI factions to interface design. However, some of the topics are so broad and complex the authors really have no chance of leaving you with a sense of satisfaction when their time is up- moving from topic to topic each chapter, you often feel the essays are left open and incomplete. Even so, the issues discussed are very important to consider, and rarely have I seen them covered in other books on the subject. Definitely an interesting read.

 

Editorial Reviews:

Massively Multiplayer (MMP) game development is one of the fastest growing areas in the game market. With the first MMP releases, the genre took off with amazing speed, and as its popularity continues to soar, so do the many challengesinternationalization, customer support, hacking, and technological advancements. To keep up with these challenges, developers need to implement the best tools and techniques available. Massively Multiplayer Game Development provides these solutions.

This comprehensive, insightful collection of articles is written by some of the industry’s best MMP developers, and provides a wealth of unique knowledge acquired while working in the MMP trenches. Details on database techniques and game systems are also included. Unlike many programming books, Massively Multiplayer Game Development is intended to appeal to the entire team: programmers will find a multitude of technical ideas, and designers and producers will benefit from the detailed information on design, architecture, and customer support.

TOPIC HIGHLIGHTS:
* MMP Design Techniques: provides a "big picture" design process and includes valuable insights learned by the Toontown Online team, as well as practical online customer support issues learned by the Ultima Online team.
* MMP Architectures: features extensive coverage on applying object-oriented and Extreme Programming practices for building robust MMP frameworks and architectures.
* Server-Side Development: details the server side of online development, including seamless server pros and cons, development and maintenance issues, and wireless device porting tips.
* Client-Side Development: covers movement prediction, character customization, and the challenges of console MMP games.
* Database Techniques: explores this black art that very few developers have mastered. Covers the fundamentals of design and explains how and how not to use databases for online games.
* Game Systems: addresses how to design the core game system that powers MMP games.
* CD-ROM (Windows) includes demos and source code from the book in C++, Python, and Shockwave

Contributors!
Thor Alexander
Jason Asbarh
Jason Beardsley
Mark Brockington
William Dalton
David Fox
Tom Gambill
Mike Goslin
Ben Hanson
Todd Hayes
Dale Homburg (cover)
Christian Lange
Jay Lee
Glyph Lefkowitz
Paul McInnes
John M. Olsen
Sean O’Neil
Javier F. Otaegui
Jay Patterson
Patricia Pizer
Sean Riley
Artie Rogers
Paul Sage
Derek Sanderson
Jesse Schell
Joe Shochet
Matthew Walker

SYSTEM REQUIREMENTS:

Intel Pentium-Series, AMD Athlon or newer processor recommended. Windows 95/98/ME/XP with at least 32MB RAM for C++ demos. Linux and MacOs are supported for cross-platform Python and Shockwave demos. 3D graphics card and DirectX 8 or higher recommended for Graphics demos, and the latest version of Shockwave.


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