Massively multiplayer games (MMGs) are one of the fastest growing segments of the game development industry, but developing, deploying and supporting MMGs is a complex and expensive problem for game providers. In order to make the games work effectively, providers must maintain a separate server environment for each game, and any down time or disruption with a single server hal...
Massively multiplayer games (MMGs) are one of the fastest growing segments of the game development industry, but developing, deploying and supporting MMGs is a complex and expensive problem for game providers. In order to make the games work effectively, providers must maintain a separate server environment for each game, and any down time or disruption with a single server halts the game. With new grid computing technology, however, these cost and reliability issues can be addressed successfully. By harnessing the power of multiple computers, programmers can provide users with immense power and increase the game's performance and reliability. Practical Grid Computing for Massively Multiplayer Games takes an in depth look at all aspects of developing a grid computing system for games, including end user platforms, TCP/IP and UDP protocols, game servers, artificial intelligence, scripting and programming language options, and database management systems. It also addresses design considerations for massively multiplayer real-time strategy games, online role playing games, action and adventure games, and other popular MMG genres. In addition, the book touches on business issues such as the emerging relationships between service providers, community portals, publishers and developers. This book is the one resource game developers need to create the most fast and effective massively multiplayer games possible.
Covers MMG architecture theory and background, including distributed computing architectures (client/server, peer-to-peer and grid), networking protocols, distribution of state and object management.
Details end user platforms (such as Xbox, PS2 and PS3, Pocket PC, Palm and PC) and 3D rendering engines (NDL, Intrinsic, RenderWare, CrystalSpace, etc) and how to connect them to a Grid.
Discusses revenue models and business relationships between service providers (Telcos, Cable Company's portals and hosting environments), publishers, developers, and gamers.
Explains how to efficiently store and retrieve persistent game data with database management systems.
Covers practical methods for gateway servers, daemon controllers for non-player characters (NPCs), game servers, game logic scripting, and network protocol stacks.
Teaches distributed object management techniques and discusses programming AI for MMGs.
Includes tutorials and exercises for building actual games.
Includes a CD-ROM with a software development kit and sample game code for creating original MMGs.
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David Levine (Shephardstown, WV) is the chairman and chief executive officer of Butterfly.net, the developer of a grid computing infrastructure for massively-multiplayer games.
Mark Wirt (Shephardstown, WV) is the chief technology officer & vice president of Engineering for Butterfly.net.
Barry Whitebook (Charlestown, WV) is the chief software architect and lead engineer for Bu...