Algorithms and Networking for Computer Games 2nd Ed (Wiley)
Monday, 23 October 2017

This is the second edition of a book written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. Authors Jouni Smed and Harri Hakonen also focus on how to find a path in, create the terrain of, and make decisions in the game world.

<ASIN:1119259762>

The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees.

The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data.

Authors: Jouni Smed and Harri Hakonen
Publisher: Wiley
Date: June 2017
Pages: 416
ISBN: 978-978-1119259763
Print: 1119259762
Kindle: B072Y5YDJX
Audience: developers interested in the computer science behind games
Level: Intermediate
Category: Graphics & Games

 

 

  • Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice
  • Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation
  • Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics
  • Now includes 73 ready-to-use algorithms and 247 illustrative exercises

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