The economics of online gaming : player's introduction to economic thinking |
Autore | Wagner Andrew |
Pubbl/distr/stampa | New York, New York : , : Business Expert Press, , [2020] |
Descrizione fisica | 1 online resource (203 pages) |
Disciplina | 794.81 |
Soggetto topico | Internet games |
Soggetto genere / forma | Electronic books. |
ISBN | 1-948580-92-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910466973803321 |
Wagner Andrew | ||
New York, New York : , : Business Expert Press, , [2020] | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Flash multiplayer virtual worlds [[electronic resource] ] : build Immersive, full featured interactive worlds for games, online communities, and more / / Makzan |
Autore | Makzan |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt, 2010 |
Descrizione fisica | 1 online resource (413 p.) |
Disciplina | 006.7 |
Soggetto topico |
Shared virtual environments
Online social networks Internet games Internet programming Computer animation |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-75047-X
9786612750472 1-84969-037-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Developing Flash Virtual World; What is a virtual world?; Using virtual world for business; Using virtual world for education; Using virtual world for game; Background; Benefit of using Flash to build virtual world; Connecting players in a virtual world; A brief introduction to transport protocols; Peer-to-peer; Client-server network; Polling; Socket-based connection; Socket server; Available socket servers for Flash; SmartFoxServer; ElectroServer; Flash Media Interactive Server; Red5
Writing your own socket serverChoosing the right server; Application architecture of a virtual world; The whole picture of virtual worlds; Common features in virtual world; Avatar; World to explore; Home; Items; Quests; Non-player characters; Social features; Casual game design versus MMOG; Existing virtual world games; Club Penguin; Mole; Dofus; World of Warcraft; Summary; Chapter 2: Installing the Servers; Comparing SmartFoxServer Lite, Basic, and Pro; SmartFoxServer Lite; SmartFoxServer Basic; SmartFoxServer Pro; Modifying the behavior of server; JSON/Raw data protocol Accessing the database directlyComparing different package options; Developing and deploying virtual world environment; Adjusting server setting for the deployment environment; Hosting SmartFoxServer, web server, and database in one server; Hosting SmartFoxServer in dedicated standalone server; Benefiting from setting up SmartFoxServer, web server, and database in different machines; Setting up the development environment; Installing Java Development Kit; Installing JDK On Windows; Installing JDK on Mac OSX; Installing JDK on Linux; Installing for General Linux; Installing for Ubuntu Linux Downloading SmartFoxServer ProInstalling SmartFoxServer Pro; Installing on Windows; Installing on Mac OSX; Installing on Linux; Running the SmartFoxServer; Starting SmartFoxServer on Windows; Starting SmartFoxServer on Mac OS; Starting SmartFoxServer on Linux; Using embedded web server and database; Running the embedded web server; Running the embedded database server; Downloading third-party HTTP and database server package; Installing WAMP on Windows; Installing MAMP on Mac OSX; Installing LAMP on Linux; Connecting SmartFoxServer and MySQL server; Downloading JDBC Driver for MySQL Setting up the JDBC driverConfiguring the server settings; Configuring MySQL server connection in SmartFoxServer; Restarting the server; Running examples; Loading a simple chat application; Setting up the administration panel; Logging in to administration panel; Locating the Flash Client API; Summary; Chapter 3: Getting Familiar with SmartFoxServer; Configuring a basic SmartFoxServer; Overview of the configuration file structure; Configuring the server; Automatically the binding all available IP addresses to server; Listening port for connections Setting policy load data from machines in other domains |
Record Nr. | UNINA-9910459443203321 |
Makzan | ||
Birmingham, U.K., : Packt, 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Flash multiplayer virtual worlds : build Immersive, full featured interactive worlds for games, online communities, and more / / Makzan |
Autore | Makzan |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt, 2010 |
Descrizione fisica | 1 online resource (413 p.) |
Disciplina | 006.7 |
Soggetto topico |
Shared virtual environments
Online social networks Internet games Internet programming Computer animation |
ISBN |
1-282-75047-X
9786612750472 1-84969-037-5 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Developing Flash Virtual World; What is a virtual world?; Using virtual world for business; Using virtual world for education; Using virtual world for game; Background; Benefit of using Flash to build virtual world; Connecting players in a virtual world; A brief introduction to transport protocols; Peer-to-peer; Client-server network; Polling; Socket-based connection; Socket server; Available socket servers for Flash; SmartFoxServer; ElectroServer; Flash Media Interactive Server; Red5
Writing your own socket serverChoosing the right server; Application architecture of a virtual world; The whole picture of virtual worlds; Common features in virtual world; Avatar; World to explore; Home; Items; Quests; Non-player characters; Social features; Casual game design versus MMOG; Existing virtual world games; Club Penguin; Mole; Dofus; World of Warcraft; Summary; Chapter 2: Installing the Servers; Comparing SmartFoxServer Lite, Basic, and Pro; SmartFoxServer Lite; SmartFoxServer Basic; SmartFoxServer Pro; Modifying the behavior of server; JSON/Raw data protocol Accessing the database directlyComparing different package options; Developing and deploying virtual world environment; Adjusting server setting for the deployment environment; Hosting SmartFoxServer, web server, and database in one server; Hosting SmartFoxServer in dedicated standalone server; Benefiting from setting up SmartFoxServer, web server, and database in different machines; Setting up the development environment; Installing Java Development Kit; Installing JDK On Windows; Installing JDK on Mac OSX; Installing JDK on Linux; Installing for General Linux; Installing for Ubuntu Linux Downloading SmartFoxServer ProInstalling SmartFoxServer Pro; Installing on Windows; Installing on Mac OSX; Installing on Linux; Running the SmartFoxServer; Starting SmartFoxServer on Windows; Starting SmartFoxServer on Mac OS; Starting SmartFoxServer on Linux; Using embedded web server and database; Running the embedded web server; Running the embedded database server; Downloading third-party HTTP and database server package; Installing WAMP on Windows; Installing MAMP on Mac OSX; Installing LAMP on Linux; Connecting SmartFoxServer and MySQL server; Downloading JDBC Driver for MySQL Setting up the JDBC driverConfiguring the server settings; Configuring MySQL server connection in SmartFoxServer; Restarting the server; Running examples; Loading a simple chat application; Setting up the administration panel; Logging in to administration panel; Locating the Flash Client API; Summary; Chapter 3: Getting Familiar with SmartFoxServer; Configuring a basic SmartFoxServer; Overview of the configuration file structure; Configuring the server; Automatically the binding all available IP addresses to server; Listening port for connections Setting policy load data from machines in other domains |
Record Nr. | UNINA-9910820157603321 |
Makzan | ||
Birmingham, U.K., : Packt, 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
jQuery game development essentials [[electronic resource] ] : learn how to make fun and addictive multi-platform games using jQuery / / Selim Arsever |
Autore | Arsever Selim |
Pubbl/distr/stampa | Birmingham, England, : Packt Publishing, c2013 |
Descrizione fisica | 1 online resource (244 p.) |
Disciplina | 794.81536 |
Soggetto topico |
Computer games - Design
Internet games |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-506-7 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | jQuery for games -- Creating our first game -- Better, faster, but not harder -- Looking sideways -- Putting things into perspective -- Adding levels to your games -- Making a multiplayer game -- Let's get social -- Making your game mobile -- Making some noise. |
Record Nr. | UNINA-9910462742003321 |
Arsever Selim | ||
Birmingham, England, : Packt Publishing, c2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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NetGames : 2015 International Workshop on Network and Systems Support for Games : Zagreb, Croatia December 3-4, 2015 |
Pubbl/distr/stampa | Piscataway, New Jersey : , : IEEE Press, , 2015 |
Descrizione fisica | 1 online resource (82 pages) |
Disciplina | 006.7 |
Soggetto topico |
Multimedia systems
Multimedia communications Internet games |
Soggetto genere / forma | Electronic books. |
ISBN | 1-5090-0068-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996279541703316 |
Piscataway, New Jersey : , : IEEE Press, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
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NetGames : 2015 International Workshop on Network and Systems Support for Games : Zagreb, Croatia December 3-4, 2015 |
Pubbl/distr/stampa | Piscataway, New Jersey : , : IEEE Press, , 2015 |
Descrizione fisica | 1 online resource (82 pages) |
Disciplina | 006.7 |
Soggetto topico |
Multimedia systems
Multimedia communications Internet games |
Soggetto genere / forma | Electronic books. |
ISBN | 1-5090-0068-2 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910137520303321 |
Piscataway, New Jersey : , : IEEE Press, , 2015 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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NetGames 2013 : 2013 12th annual Workshop on Network and Systems Support for Games, December 9th-10th, 2013, Denver, Colorado, USA / / sponsors, University of Denver, ACM, IEEE Communications Society, IEEE |
Pubbl/distr/stampa | Piscataway, New Jersey : , : IEEE Press, , 2013 |
Descrizione fisica | 1 online resource (65 pages) |
Soggetto topico |
Internet games
Multimedia systems Multimedia communications |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996279545203316 |
Piscataway, New Jersey : , : IEEE Press, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. di Salerno | ||
|
NetGames 2013 : 2013 12th annual Workshop on Network and Systems Support for Games, December 9th-10th, 2013, Denver, Colorado, USA / / sponsors, University of Denver, ACM, IEEE Communications Society, IEEE |
Pubbl/distr/stampa | Piscataway, New Jersey : , : IEEE Press, , 2013 |
Descrizione fisica | 1 online resource (65 pages) |
Soggetto topico |
Internet games
Multimedia systems Multimedia communications |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910135332703321 |
Piscataway, New Jersey : , : IEEE Press, , 2013 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch |
Autore | Armitage Grenville |
Pubbl/distr/stampa | Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006 |
Descrizione fisica | 1 online resource (234 p.) |
Disciplina | 794.814678 |
Altri autori (Persone) |
ClaypoolMark
BranchPhilip |
Soggetto topico |
Computer games - Programming
TCP/IP (Computer network protocol) Internet games |
Soggetto genere / forma | Electronic books. |
ISBN |
1-280-60608-8
9786610606085 0-470-03047-X 0-470-03046-1 |
Classificazione | 54.81 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Networking 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
3.3 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 4.2.3 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 5.3.1 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 7.1 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 8.2 Access Network Protocols and Standards |
Record Nr. | UNINA-9910143734203321 |
Armitage Grenville | ||
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch |
Autore | Armitage Grenville |
Pubbl/distr/stampa | Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006 |
Descrizione fisica | 1 online resource (234 p.) |
Disciplina | 794.814678 |
Altri autori (Persone) |
ClaypoolMark
BranchPhilip |
Soggetto topico |
Computer games - Programming
TCP/IP (Computer network protocol) Internet games |
ISBN |
1-280-60608-8
9786610606085 0-470-03047-X 0-470-03046-1 |
Classificazione | 54.81 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Networking 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
3.3 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 4.2.3 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 5.3.1 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 7.1 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 8.2 Access Network Protocols and Standards |
Record Nr. | UNINA-9910830137303321 |
Armitage Grenville | ||
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|