LEADER 05032nam 22006611 450 001 9910453381203321 005 20200520144314.0 010 $a1-84969-233-5 035 $a(CKB)2550000001175407 035 $a(EBL)1561445 035 $a(SSID)ssj0001140114 035 $a(PQKBManifestationID)11993256 035 $a(PQKBTitleCode)TC0001140114 035 $a(PQKBWorkID)11214620 035 $a(PQKB)10608877 035 $a(MiAaPQ)EBC1561445 035 $a(CaSebORM)9781849692328 035 $a(PPN)228041155 035 $a(Au-PeEL)EBL1561445 035 $a(CaPaEBR)ebr10825534 035 $a(CaONFJC)MIL556675 035 $a(OCoLC)866839455 035 $a(EXLCZ)992550000001175407 100 $a20140104d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aUnity multiplayer games /$fAlan R. Stagner 205 $a1st edition 210 1$aBirmingham :$cPackt Publishing,$d2013. 215 $a1 online resource (242 p.) 225 1 $aCommunity experience distilled. 300 $aIncludes index. 311 $a1-84969-232-7 311 $a1-306-25424-8 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Unity Networking - The Pong Game; Introducing multiplayer; Introducing UDP communication; Setting up the Master Server; NetworkViews and state serialization; Writing a custom state serializer; Using RPCs; Initializing a server; Connecting to a server; Connecting to the Master Server; Registering a server with the Master Server; Browsing available servers; Setting up a dedicated server model; Servers in Unity; Compiler directives; Setting up a server console without Pro 327 $aLoading networked levelsCreating a multiplayer Pong game; Preparing the Field; The ball script; The Paddle script; Keeping score; Displaying the score to the player; Networking the game; Spawning paddles; Networked ball; Networked scorekeeping; Connect screen; Summary; Chapter 2: Photon Unity Networking - The Chat Client; Differences between PUN and Unity Networking; Setting up PUN with Photon Cloud; Using PhotonViews; Connecting to Photon and getting a list of rooms; Creating and joining rooms; Creating rooms; Joining rooms; Filtering results by user preference; Filtering arrays 327 $aFiltering and caching a room listAutomatic matchmaking; Finding friends; Syncing a level between players; Creating a chat client; The Connect screen; The Lobby screen; The chat room; Adding friends lists; Summary; Chapter 3: Photon Server - Star Collector; Dedicated Servers; Getting Photon Server; Creating a server application; Creating a class library; Responding to operation requests; Deploying the server code; Connecting from Unity and passing messages; Creating a game logic class; Assigning player IDs; Building a star collector game; Preparing the class library; The Actor Class 327 $aSending an ID to a playerKeeping track of the game state; Spawning and picking up stars; Broadcasting events; Connecting from Unity; Creating/destroying actors; Controlling the player; Summary; Chapter 4: Player.IO - Bot Wars; Player.IO versus Photon Server; Getting and setting up a development server; Setting up the Unity client SDK; Connecting to Player.IO; Getting a list of rooms; Connecting to rooms; Creating rooms; Random matchmaking; Sending/receiving messages; Server-side code; Working with BigDB; Creating a simple RTS prototype; Server-side code; Client-side code; Summary 327 $aChapter 5: PubNub - The Global ChatboxOverview of PubNub; Getting started; How PubNub works; Parsing JSON from PubNub; Building a PubNub interface; Creating a global chatbox application; Publishing chat messages; Displaying chat logs; Summary; Chapter 6: Entity Interpolation And Prediction; Entity interpolation; Client-side prediction; Rigidbody simulation; Creating a networked object; Adding naive interpolation; Improving interpolation; Preparing for server authoritative movement; Implementing server authoritative movement; Notes on hacking; Summary; Chapter 7: Server-side Hit Detection 327 $aClient-side versus server-side hit detection 330 $aAn easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required. 606 $aComputer games$xDesign 606 $aComputer games$xProgramming 608 $aElectronic books. 615 0$aComputer games$xDesign. 615 0$aComputer games$xProgramming. 676 $a794.8 700 $aStagner$b Alan R$0860803 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910453381203321 996 $aUnity multiplayer games$91920969 997 $aUNINA LEADER 01695nam 2200457 450 001 9910813840003321 005 20200520144314.0 010 $a1-118-45008-6 010 $a1-118-45009-4 035 $a(CKB)24989493400041 035 $a(NjHacI)9924989493400041 035 $a(JP-MeL)3000111407 035 $a(Au-PeEL)EBL7103670 035 $a(OCoLC)1347028465 035 $a(MiAaPQ)EBC1411618 035 $a(EXLCZ)9924989493400041 100 $a20131004d2013 uy| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 04$aThe putting patients first field guide $eglobal lessons in designing and implementing patient-centered care /$feditors Susan Frampton [and four others] 210 1$aSomerset, New Jersey :$cWiley,$d2013. 215 $a1 online resource (xxvii, 280 pages) $cillustrations 225 0 $6880-03$aJossey?Bass Public Health 300 $a??: FramptonSusanB., CharmelPatrickA., GuastelloSara 327 $apart 1. Patient-centered care as fundamental strategy for achieving high-quality, high-value care -- part 2. Challenges and solutions in patient-centered care -- part 3. Activating stakeholders to creat organization change. 606 $aMedical personnel and patient 606 $aPatient satisfaction 615 0$aMedical personnel and patient. 615 0$aPatient satisfaction. 676 $a610.696 701 $aFrampton$b Susan B$01598265 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910813840003321 996 $aThe putting patients first field guide$93920374 997 $aUNINA