LEADER 01721nam a2200325 4500 001 991003119009707536 005 20250430125949.0 008 950417s1625 it aef b 000 0 ita 035 $ab14283712-39ule_inst 035 $aCICOGNARA-3509$9ExL 040 $aBibl. Interfacoltà T. Pellegrino$bita 100 1 $aPignoria, Lorenzo$c$0329307 245 13$aLe origini di Padova /$bscritte da Lorenzo Pignoria ; nelle quali si discorre dell'antichità, degl'habitatori, delle memorie illustri delle città & della provincia tutta. 260 $aIn Padoua :$bappresso Pietro Paolo Tozzi,$c1625. 300 $a[4], 182 p., [2] leaves of plates :$bfold. ill.; $c4° (23 cm). 500 $aDedicated to: "All'Illustriss. et Reverendiss. Sig. mio Padrone Colendiss. il Sig. Scipione Cobelluzzi card. di Santa Susanna ..." 500 $aAdded title page engr. 500 $aP. [145]: "Annotazioni alle origini". 500 $aRiproduzione in microfiche dell'originale conservato presso la Biblioteca Apostolica Vaticana 501 $aL'Antenore / di Lorenzo Pignoria. 651 0$aPadova$xStoria 700 12$aPignoria, Lorenzo$c.$tAntenore 787 18$iLeopoldo Cicognara Program :$tBiblioteca Cicognara$h[microform] : literary sources in the history of art and kindred subjects 787 18$tCatalogo ragionato dei libri d'arte e d'antichità / Leopoldo Cicognara 907 $a.b14283712$b01-04-22$c28-07-16 912 $a991003119009707536 945 $aLE002 SB Raccolta Cicognara, mcrf 4068$g0$lle002$pE0.00$rn$so $t11$u0$v0$w0$x0$y.i15754996$z28-07-16 996 $aOrigini di Padova$91390317 997 $aUNISALENTO 998 $ale002$b28-07-16$cm$dg $e-$fita$git $h3$i1 LEADER 05636nam 22007334a 450 001 9911019298503321 005 20200520144314.0 010 $a9786610606085 010 $a9781280606083 010 $a1280606088 010 $a9780470030479 010 $a047003047X 010 $a9780470030462 010 $a0470030461 035 $a(CKB)1000000000357298 035 $a(EBL)274342 035 $a(OCoLC)476018787 035 $a(SSID)ssj0000209476 035 $a(PQKBManifestationID)11194194 035 $a(PQKBTitleCode)TC0000209476 035 $a(PQKBWorkID)10266896 035 $a(PQKB)11611851 035 $a(MiAaPQ)EBC274342 035 $a(Perlego)2764659 035 $a(EXLCZ)991000000000357298 100 $a20060111d2006 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aNetworking and online games $eunderstanding and engineering multiplayer Internet games /$fGrenville Armitage, Mark Claypool, Philip Branch 210 $aChichester, England ;$aHoboken, NJ $cJohn Wiley & Sons$dc2006 215 $a1 online resource (234 p.) 300 $aDescription based upon print version of record. 311 08$a9780470018576 311 08$a0470018577 320 $aIncludes bibliographical references and index. 327 $aNetworking and Online Games; Contents; Author Biographies; Acknowledgements; 1 Introduction; 2 Early Online and Multiplayer Games; 2.1 Defining Networked and Multiplayer Games; 2.2 Early Multiplayer Games; 2.2.1 PLATO; 2.2.2 MultiUser Dungeons; 2.2.3 Arcade Games; 2.2.4 Hosted Online Games; 2.3 Multiplayer Network Games; 2.3.1 DOOM - Networked First-Person Shooters Arrive; References; 3 Recent Online and Multiplayer Games; 3.1 Communication Architectures; 3.2 The Evolution of Online Games; 3.2.1 FPS Games; 3.2.2 Massively Multiplayer Games; 3.2.3 RTS Games; 3.2.4 Sports Games 327 $a3.3 Summary of Growth of Online Games3.4 The Evolution of Online Game Platforms; 3.4.1 PCs; 3.4.2 Game Consoles; 3.4.3 Handheld Game Consoles; 3.4.4 Summary; 3.5 Context of Computer Games; 3.5.1 Physical Reality; 3.5.2 Telepresence; 3.5.3 Augmented Reality; 3.5.4 Distributed Virtual Environments; References; 4 Basic Internet Architecture; 4.1 IP Networks as seen from the Edge; 4.1.1 Endpoints and Addressing; 4.1.2 Layered Transport Services; 4.1.3 Unicast, Broadcast and Multicast; 4.2 Connectivity and Routing; 4.2.1 Hierarchy and Aggregation; 4.2.2 Routing Protocols 327 $a4.2.3 Per-hop Packet Transport4.3 Address Management; 4.3.1 Address Delegation and Assignment; 4.3.2 Network Address Translation; 4.3.3 Dynamic Host Configuration Protocol; 4.3.4 Domain Name System; References; 5 Network Latency, Jitter and Loss; 5.1 The Relevance of Latency, Jitter and Loss; 5.2 Sources of Latency, Jitter and Loss in the Network; 5.2.1 Propagation Delay and the Laws of Physics; 5.2.2 Serialisation; 5.2.3 Queuing Delays; 5.2.4 Sources of Jitter in the Network; 5.2.5 Sources of Packet Loss in the Network; 5.3 Network Control of Lag, Jitter and Loss 327 $a5.3.1 Preferential IP Layer Queuing and Scheduling5.3.2 Link Layer Support for Packet Prioritisation; 5.3.3 Where to Place and Trust Traffic Classification; 5.4 Measuring Network Conditions; References; 6 Latency Compensation Techniques; 6.1 The Need for Latency Compensation; 6.2 Prediction; 6.2.1 Player Prediction; 6.2.2 Opponent Prediction; 6.2.3 Prediction Summary; 6.3 Time Manipulation; 6.3.1 Time Delay; 6.3.2 Time Warp; 6.3.3 Data compression; 6.4 Visual Tricks; 6.5 Latency Compensation and Cheating; References; 7 Playability versus Network Conditions and Cheats 327 $a7.1 Measuring Player Tolerance for Network Disruptions7.1.1 Empirical Research; 7.1.2 Sources of Error and Uncertainty; 7.1.3 Considerations for Creating Artificial Network Conditions; 7.2 Communication Models, Cheats and Cheat-Mitigation; 7.2.1 Classifying and Naming Methods of Cheating; 7.2.2 Server-side Cheats; 7.2.3 Client-side Cheats; 7.2.4 Network-layer Cheats; 7.2.5 Cheat-mitigation; References; 8 Broadband Access Networks; 8.1 What Broadband Access Networks are and why they Matter; 8.1.1 The Role of Broadband Access Networks; 8.1.2 Characteristics of Broadband Access Networks 327 $a8.2 Access Network Protocols and Standards 330 $aThe computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniqu 517 3 $aUnderstanding and engineering multiplayer Internet games 606 $aVideo games$xProgramming 606 $aTCP/IP (Computer network protocol) 606 $aVideo games 615 0$aVideo games$xProgramming. 615 0$aTCP/IP (Computer network protocol) 615 0$aVideo games. 676 $a794.8/1526 686 $a54.81$2bcl 700 $aArmitage$b Grenville$0862796 701 $aClaypool$b Mark$0862797 701 $aBranch$b Philip$01841811 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9911019298503321 996 $aNetworking and online games$94421661 997 $aUNINA