LEADER 01289nam0 22002771i 450 001 UON00325899 005 20231205104200.59 100 $a20090708d1906 |0itac50 ba 101 $afre 102 $aFR 105 $a|||| ||||| 200 1 $aSaint-Domingue a la veille de la révolution et la question de la représentation coloniale aux États Généraux, (Janvier 1788-7 Juillet 1789)$fP. Boissonade 210 $aParis$cPaul Geuthner Libraire-Éditeur ; New York$cLibrairie G.-E. Stechert & Co. 1906 215 $a299 p.$d25 cm. 606 $aSANTO DOMINGO STORIA SEC XVIII$3UONC072097$2FI 620 $aUS$dNew York$3UONL000050 620 $aFR$dParis$3UONL002984 700 1$aBOISSONNADE$bP.$3UONV116946$0320072 712 $aGeuthner$3UONV246291$4650 712 $aStechert & Co.$3UONV262899$4650 801 $aIT$bSOL$c20240220$gRICA 899 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$2UONSI 912 $aUON00325899 950 $aSIBA - SISTEMA BIBLIOTECARIO DI ATENEO$dSI III STORIAEUR C D 0014 $eSI MR 51168 5 0014 996 $aSaint-Domingue a la veille de la révolution et la question de la représentation coloniale aux États Généraux, (Janvier 1788-7 Juillet 1789$91369479 997 $aUNIOR LEADER 03151nam 22004815 450 001 9911049155003321 005 20260121123354.0 010 $a979-88-6882-031-1 024 7 $a10.1007/979-8-8688-2031-1 035 $a(CKB)44770030700041 035 $a(MiAaPQ)EBC32470519 035 $a(Au-PeEL)EBL32470519 035 $a(CaSebORM)9798868820311 035 $a(OCoLC)1565363249 035 $a(OCoLC-P)1565363249 035 $a(DE-He213)979-8-8688-2031-1 035 $a(EXLCZ)9944770030700041 100 $a20260102d2025 u| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aGoing Multiplayer $eA Complete Guide: From Design to Post-release /$fby Paolo Abela 205 $a1st ed. 2025. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2025. 215 $a1 online resource (191 pages) 225 0 $aProfessional and Applied Computing Series 311 08$a979-88-6882-030-4 327 $aChapter 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. 330 $aDesign, implement, release, and maintain a multiplayer experience! Find out what challenges, risks, and upsides you need to be aware of from day one! Through real-world examples inspired by games such as League of Legends, Ariokan, and Morimens, the book covers the differences between developing multiplayer and single-player games, diving into the details of how the communication between different devices works, how to structure a multiplayer project depending on what you?re developing, how to prepare it for a global launch from a technical and monetization perspective, as well as how to protect the game. It also explains how to develop common features shared by several multiplayer titles. Maintaining an engine-agnostic approach as much as possible, the book uses both Unity and Epic Games products and services as a reference. The book takes the collectible card game Ariokan as a reference to explain some dynamics and challenges of multiplayer games that revolve around user-generated content. You Will Learn · What pieces you need to build to have a globally accessible multiplayer experience and how they work · How communication and synchronization work in a multiplayer game and how to design around that · The different types of monetization strategies that you can implement to generate revenue from your game · How User Generated Content-centric games work and the challenges related to them. 410 0$aProfessional and Applied Computing Series 606 $aVideo games$xProgramming 615 0$aVideo games$xProgramming. 676 $a794.8/151 700 $aAbela$b Paolo$01885201 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9911049155003321 996 $aGoing Multiplayer$94520369 997 $aUNINA