00912cam0-22003131i-450-99000066178040332120050427151649.0000066178FED01000066178(Aleph)000066178FED0100006617820020821d1961----km-y0itay50------baitaITa-------001yy<<L'>>arte moderna dai neoclassici ai contemporaneiEmilio LavagninoRist. riv.TorinoUTET19612 v.ill.27 cmStoria dell'arte classica e italiana5Lavagnino,Emilio<1898-1963>2384ITUNINARICAUNIMARCBK99000066178040332101 ST 138.A818 aDINST01 ST 138.B818DINSTDINSTArte moderna dai neoclassici ai contemporanei325952UNINA03218nam 22005055 450 991104915500332120260121123354.0979-88-6882-031-110.1007/979-8-8688-2031-1(CKB)44770030700041(MiAaPQ)EBC32470519(Au-PeEL)EBL32470519(CaSebORM)9798868820311(OCoLC)1565363249(OCoLC-P)1565363249(DE-He213)979-8-8688-2031-1(EXLCZ)994477003070004120260102d2025 u| 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierGoing Multiplayer A Complete Guide: From Design to Post-release /by Paolo Abela1st ed. 2025.Berkeley, CA :Apress :Imprint: Apress,2025.1 online resource (191 pages)Professional and Applied Computing Series979-88-6882-030-4 Chapter 1: Why is it so hard to make a multiplayer game? -- Chapter 2: How the internet works -- Chapter 3: Developing a multiplayer game -- Chapter 4: Going global -- Chapter 5: Monetization -- Chapter 6: Optimizing your multiplayer game -- Chapter 7: Common multiplayer features -- Chapter 8: User generated content.Design, implement, release, and maintain a multiplayer experience! Find out what challenges, risks, and upsides you need to be aware of from day one! Through real-world examples inspired by games such as League of Legends, Ariokan, and Morimens, the book covers the differences between developing multiplayer and single-player games, diving into the details of how the communication between different devices works, how to structure a multiplayer project depending on what you’re developing, how to prepare it for a global launch from a technical and monetization perspective, as well as how to protect the game. It also explains how to develop common features shared by several multiplayer titles. Maintaining an engine-agnostic approach as much as possible, the book uses both Unity and Epic Games products and services as a reference. The book takes the collectible card game Ariokan as a reference to explain some dynamics and challenges of multiplayer games that revolve around user-generated content. You Will Learn · What pieces you need to build to have a globally accessible multiplayer experience and how they work · How communication and synchronization work in a multiplayer game and how to design around that · The different types of monetization strategies that you can implement to generate revenue from your game · How User Generated Content-centric games work and the challenges related to them.Professional and Applied Computing SeriesVideo gamesProgrammingGame DevelopmentVideo gamesProgramming.Game Development.794.8/151Abela Paolo1885201MiAaPQMiAaPQMiAaPQBOOK9911049155003321Going Multiplayer4520369UNINA