01724nam 2200397 n 450 99639055310331620221107233407.0(CKB)4940000000101118(EEBO)2240923286(UnM)99836868(EXLCZ)99494000000010111819900921d1635 uy |engurbn||||a|bb|Military discipline: or, the yong artillery man[electronic resource] Wherein is discoursed and showne the postures both of musket and pike: the exactest way, &c. Together with the motions which are to be used, in the excercising of a foot-company. With divers and severall formes and figures of battell; with their reducements; very necessary for all such as are studious in the art military. By William BarriffLondon Printed by Thomas Harper, for Ralph Mab1635[24], 326, [10] p., plates ill., portWith four final contents leaves.The last leaf is blank.P4 is a cancel.The last printed page has 17 errata. Some copies have an additional slip with 23 errata including the previous 17.Reproduction of the original in the Henry E. Huntington Library and Art Gallery.eebo-0113Military art and scienceEarly works to 1800StrategyEarly works to 1800Military art and scienceStrategyBarriffe William1002036Cu-RivESCu-RivESCStRLINWaOLNBOOK996390553103316Military discipline: or, the yong artillery man2380206UNISA03151nam 22004815 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 gamesProgrammingVideo gamesProgramming.794.8/151Abela Paolo1885201MiAaPQMiAaPQMiAaPQBOOK9911049155003321Going Multiplayer4520369UNINA