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Multiplayer game development with HTML5 : build fully-featured, highly interactive multiplayer games with HTML5 /

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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Silveira, Rodrigo (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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