Networking and Online Games: Understanding and Engineering Multiplayer Internet Games
暫譯: 網路與線上遊戲:理解與設計多人網際網路遊戲
Grenville Armitage, Mark Claypool, Philip Branch
- 出版商: Wiley
- 出版日期: 2006-05-18
- 售價: $4,230
- 貴賓價: 9.5 折 $4,019
- 語言: 英文
- 頁數: 232
- 裝訂: Hardcover
- ISBN: 0470018577
- ISBN-13: 9780470018576
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商品描述
Description
The 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 techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout.
Networking and Online Games:
- Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games.
- Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements.
- Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network.
- Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation)
- Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2).
Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Table of Contents
Author Biographies.
Acknowledgements.
1 Introduction.
2 Early Online and Multiplayer Games.
2.1 Defining Networked and Multiplayer Games.
2.2 Early Multiplayer Games.
2.3 Multiplayer Network Games.
3 Recent Online and Multiplayer Games.
3.1 Communication Architectures.
3.2 The Evolution of Online Games.
3.3 Summary of Growth of Online Games.
3.4 The Evolution of Online Game Platforms.
3.5 Context of Computer Games.
4 Basic Internet Architecture.
4.1 IP Networks as seen from the Edge.
4.2 Connectivity and Routing.
4.3 Address Management.
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.
5.3 Network Control of Lag, Jitter and Loss.
5.4 Measuring Network Conditions.
6 Latency Compensation Techniques.
6.1 The Need for Latency Compensation.
6.2 Prediction.
6.3 Time Manipulation.
6.4 Visual Tricks.
6.5 Latency Compensation and Cheating.
7 Playability versus Network Conditions and Cheats.
7.1 Measuring Player Tolerance for Network Disruptions.
7.2 Communication Models, Cheats and Cheat-Mitigation.
8 Broadband Access Networks.
8.1 What Broadband Access Networks are and why they Matter.
8.2 Access Network Protocols and Standards.
8.3 Cable Networks.
8.4 ADSL Networks.
8.5 Wireless LANs.
8.6 Cellular Networks.
8.7 Bluetooth Networks.
8.8 Conclusion.
9 Where Do Players Come from and When?
9.1 Measuring Your Own Game Traffic.
9.2 Hourly and Daily Game-play Trends.
9.3 Server-discovery (Probe Traffic) Trends.
9.4 Mapping Traffic to Player Locations.
10 Online Game Traffic Patterns.
10.1 Measuring Game Traffic with Timestamping Errors.
10.2 Sub-second Characteristics.
10.3 Sub-second Packet-size Distributions.
10.4 Sub-Second Inter-Packet Arrival Times.
10.5 Estimating the Consequences.
10.6 Simulating Game Traffic.
11 Future Directions.
11.1 Untethered.
11.2 Quality of Service.
11.3 New Architectures.
11.4 Cheaters Beware.
11.5 Augmented Reality.
11.6 Massively Multiplayer.
11.7 Pickup and Putdown.
11.8 Server Browsers.
12 Setting Up Online FPS Game Servers.
12.1 Considerations for an Online Game Server.
12.2 Wolfenstein Enemy Territory.
12.3 Half-Life 2.
12.4 Configuring FreeBSD’s Linux-compatibility Mode.
13 Conclusion.
13.1 Networking Fundamentals.
13.2 Game Technologies and Development.
13.3 A Note Regarding Online Sources.
Index.
商品描述(中文翻譯)
**描述**
電腦遊戲產業顯然正朝著多人線上遊戲的方向發展。了解遊戲對於 IP(網際網路協定)網路的需求對於 ISP(網際網路服務提供商)工程師來說是至關重要的,以便開發適當的 IP 服務。相應地,了解底層網路的能力對於遊戲開發者來說也是至關重要的。
《網路與線上遊戲》簡明扼要地整合並說明了這些領域重疊和互動的技術問題。文本解釋了現代多人通訊系統背後的原則以及當代網路遊戲的技術。現代遊戲對網路施加的流量模式,以及網路性能和服務水平限制如何影響遊戲設計師和玩家體驗,均有深入探討,為讀者提供了開發更好遊戲產品和網路服務所需的知識。現實世界的多人線上遊戲範例貫穿整個理論。
《網路與線上遊戲》:
- 提供一個全面、前沿的指南,針對線上網路遊戲的開發和服務需求。
- 將 ISP 的考量(例如預測流量負載)與遊戲開發者的考量(例如延遲/抖動的來源)進行對比,澄清重疊的需求。
- 解釋不同技術(如有線、ADSL(非對稱數位用戶線)和無線等)如何影響線上遊戲體驗,以及不同遊戲風格如何對網路施加不同的流量動態和需求。
- 討論新興技術(如 UMTS(通用行動電話服務)、GPRS(通用分組無線服務)、無線區域網路、IP 服務品質和 NAPT/NAT(網路地址埠轉換/網路地址轉換))所帶來的未來方向。
- 使用現有的多人線上遊戲(如 Quake III Arena、Wolfenstein Enemy Territory 和 Half-Life 2)作為高階範例來說明這些概念。
《網路與線上遊戲》將成為遊戲開發者、ISP 的工程師和技術人員,以及電機工程、計算機科學和多媒體工程的高年級本科生和研究生的寶貴資源。
**目錄**
**作者簡介。**
**致謝。**
**1 引言。**
**2 早期線上和多人遊戲。**
2.1 定義網路和多人遊戲。
2.2 早期多人遊戲。
2.3 多人網路遊戲。
**3 最近的線上和多人遊戲。**
3.1 通訊架構。
3.2 線上遊戲的演變。
3.3 線上遊戲增長的總結。
3.4 線上遊戲平台的演變。
3.5 電腦遊戲的背景。
**4 基本的網際網路架構。**
4.1 從邊緣看 IP 網路。
4.2 連接性和路由。
4.3 地址管理。
**5 網路延遲、抖動和丟包。**
5.1 延遲、抖動和丟包的相關性。
5.2 網路中的延遲、抖動和丟包來源。
5.3 網路對延遲、抖動和丟包的控制。
5.4 測量網路條件。
**6 延遲補償技術。**
6.1 延遲補償的必要性。
6.2 預測。
6.3 時間操控。
6.4 視覺技巧。
6.5 延遲補償與作弊。
**7 可玩性與網路條件及作弊。**
7.1 測量玩家對網路中斷的容忍度。
7.2 通訊模型、作弊和作弊緩解。
**8 寬頻接入網路。**
8.1 寬頻接入網路是什麼以及為什麼重要。
8.2 接入網路協定和標準。
8.3 有線網路。
8.4 ADSL 網路。
8.5 無線區域網路。
8.6 行動網路。
8.7 藍牙網路。
8.8 結論。
**9 玩家來自何處以及何時?**
9.1 測量自己的遊戲流量。
9.2 每小時和每日的遊戲趨勢。
9.3 伺服器發現(探測流量)趨勢。
9.4 將流量映射到玩家位置。
**10 線上遊戲流量模式。**
10.1 測量帶有時間戳錯誤的遊戲流量。
10.2 毫秒級特徵。
10.3 毫秒級封包大小分佈。
10.4 毫秒級封包到達時間。
10.5 估算後果。
10.6 模擬遊戲流量。
**11 未來方向。**
11.1 無繩。
11.2 服務品質。
11.3 新架構。
11.4 作弊者當心。
11.5 擴增實境。
11.6 大型多人遊戲。
11.7 拿起與放下。
11.8 伺服器瀏覽器。
**12 設置線上 FPS 遊戲伺服器。**
12.1 線上遊戲伺服器的考量。
12.2 Wolfenstein Enemy Territory。
12.3 Half-Life 2。
12.4 配置 FreeBSD 的 Linux 相容模式。
**13 結論。**
13.1 網路基礎知識。
13.2 遊戲技術與開發。
13.3 關於線上資源的說明。
**索引。**