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150623s2015 enka o 001 0 eng d |
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|a 018010542
|2 Uk
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|a 910706469
|a 913921983
|a 1259148884
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|a 9781785288203
|q (electronic bk.)
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|a 1785288202
|q (electronic bk.)
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|z 1785288202
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|z 9781785283109
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|b BV042683785
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|a (OCoLC)911430923
|z (OCoLC)910706469
|z (OCoLC)913921983
|z (OCoLC)1259148884
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|a CL0500000606
|b Safari Books Online
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|a QA76.76.C672
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|a UAMI
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|a Silveira, Rodrigo,
|e author.
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|a Multiplayer game development with HTML5 :
|b build fully-featured, highly interactive multiplayer games with HTML5 /
|c Rodrigo Silveira.
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|a Multiplayer game development with hypertext markup language five
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246 |
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|a Build fully-featured, highly interactive multiplayer games with HTML5
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264 |
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1 |
|a Birmingham, UK :
|b Packt Publishing,
|c 2015.
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300 |
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|a 1 online resource (1 volume) :
|b illustrations.
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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347 |
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|a text file
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490 |
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|a Community experience distilled
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588 |
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|a Online resource; title from cover (Safari, viewed June 17, 2015).
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|a Includes index.
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|a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with Multiplayer Game Programming; Understanding the basics of networking; Peer-to-peer networking; Client-server networking; Networking protocols -- UDP and TCP; Network sockets; Socket programming in JavaScript; The WebSocket protocol; Creating a client-side WebSocket; Game clients; Game servers; Putting it all together -- Tic-tac-toe; Node.js -- the center of the universe; The /Player.js class; The /BoardServer.js class; The /server.js class
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505 |
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|a The /public/js/Board.js classThe /public/js/app.js class; Summary; Chapter 2: Setting Up the Environment; JavaScript outside the browser with Node.js; Node.js; Installing Node.js; Writing modular JavaScript; CommonJS; RequireJS; Managing Node.js packages with Npm; Managing frontend packages with Bower; Browserify; Automating your workflow; Grunt; Gulp; Summary; Chapter 3: Feeding a Snake in Real Time; Hello world for game development; Setting up the game; package.json; Index.jade; The game modules; Game.js; snake.js; Other supporting modules; app.client.js; The game loop
|
505 |
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|a Frame rate independenceTime-based game loop; Multiple game loops; Implementing an authoritative server; Game server interface; Updating the game client; Understanding the game loop; Game client's game loop; Game server's game loop; Lobby and room system; Implementing the lobby; Implementing the rooms; Matching players into game rooms; Inviting friends into your world; Auto-matching; Skill-based matching; Socket.io; Installing Socket.io; Client-side Socket.io; Summary; Chapter 4: Reducing Network Latency; Dealing with network latency; Synchronizing clients in lockstep; Fixed-time step
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505 |
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|a Synchronizing the clientsPredicting the future with a local game server; Reporting user input; Error correction; Play through the intent, but not the outcome; How close is close enough?; Smooth user experience; Summary; Chapter 5: Leveraging the Bleeding Edge; HTML5 -- the final frontier; Maximizing your game with the fullscreen mode; Better controlling with gamepad; Peer-to-peer with WebRTC; Capturing that moment with Media Capture; Summary; Chapter 6: Adding Security and Fair Play; Common security vulnerabilities; Encryption over the wire; Script injection; Server validation
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505 |
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|a Artificial intelligenceBuilding secure games and applications; Authoritative server; Session-based gameplay; Security through obscurity; Reinventing the wheel, only worse; Npm install validator; Npm install js-sha512; Npm install closure compiler; Fair play and user experience; Summary; Index
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520 |
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|a If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality in your games as quickly as possible, then this book is ideal for you.
|
546 |
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|a English.
|
590 |
|
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
|
650 |
|
0 |
|a Video games
|x Programming.
|
650 |
|
0 |
|a HTML (Document markup language)
|
650 |
|
0 |
|a Video games
|x Design.
|
650 |
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6 |
|a Jeux vidéo
|x Programmation.
|
650 |
|
6 |
|a HTML (Langage de balisage)
|
650 |
|
6 |
|a Jeux vidéo
|x Conception.
|
650 |
|
7 |
|a HTML.
|2 aat
|
650 |
|
7 |
|a GAMES
|x Board.
|2 bisacsh
|
650 |
|
7 |
|a Computer games
|x Design
|2 fast
|
650 |
|
7 |
|a Video games
|x Programming
|2 fast
|
650 |
|
7 |
|a HTML (Document markup language)
|2 fast
|
650 |
|
7 |
|a Video games
|x Design
|2 fast
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776 |
0 |
8 |
|i Print version:
|a Silveira, Rodrigo.
|t Multiplayer game development with HTML5 : build fully-featured, highly interactive multiplayer games with HTML5.
|d Birmingham, [England] ; Mumbai, [India] : Packt Publishing, ©2015
|h 160 pages
|k Community experience distilled.
|z 9781785283109
|
830 |
|
0 |
|a Community experience distilled.
|
856 |
4 |
0 |
|u https://ebsco.uam.elogim.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1000533
|z Texto completo
|
938 |
|
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|a Askews and Holts Library Services
|b ASKH
|n AH28649679
|
938 |
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|a EBSCOhost
|b EBSC
|n 1000533
|
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|a YBP Library Services
|b YANK
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