The days when Computer Graphics applications were represented by re-mastered Disney cartoons and Ms. PacMan are over. Fighter pilots and surgeons train to kill and save lives with computer graphics simulation environments. Massively multiplayer online games (MMOGs) allow hundreds or thousands of players to simultaneously interact in breathtakingly detailed 3D worlds they are connected to via the Internet.
This means that it's no longer enough for developers and programmers working on these apps to create incredible computer graphics. Now these graphics must also have sophisticated networking capabilities.
This comprehensive tutorial teaches programmers everything they need to know in order to create truly network-enabled computer graphics and games.
Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text goes beyond simply ensuring that readers will achieve the best performance in a given design, to offer a broader view into what types of architectures are possible, uncovering the real differences between open and closed platforms.
The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous examples and case studies with working code in C++ and Python are featured throughout the text, covering groundbreaking academic research and military simulation systems such as SimNet, RING and DIVE, as well as industry-leading game designs including Quake, modern MMOGs, Burnout and Secondlife.
*Everything designers need to know when developing networked graphics and games is covered in one volume- no need to consult multiple sources!
*The many examples throughout the text feature real simulation code in C++ and Python that developers can use in their own design experiments
*Over a dozen detailed case studies describe real-world systems to show designers how important skills and concepts can be practically implemented
"synopsis" may belong to another edition of this title.
Anthony Steed is a Professor at University College London. His research interests are in collaborative virtual environments, immersive virtual reality, interaction, and human animation. He has over 110 refereed conference and journal papers to date. He was program chair of the 2007, 2008, and 2009 IEEE Virtual Reality conferences. For part of the academic year 2006 - 2007 he was on sabbatical to Electronic Arts in Guildford. He is also the director of the Engineering Doctorate Centre in Virtual Environment, Imaging, and Visualization.
Manuel Fradinho Oliveira is the research director of Cyntelix, and is responsible for the business development of seveal successful innovations. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. He has more than 70 refereed conference and journal publications to date. His PhD thesis focused on creating networked virtual environment systems, which yielded a patent addressing subjective network compensation techniques.
This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet.The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions. Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.
"About this title" may belong to another edition of this title.
Seller: BGV Books LLC, Murray, KY, U.S.A.
Condition: Good. Exact ISBN match. Immediate shipping. No funny business. Seller Inventory # 9780123744234
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
HRD. Condition: Used - Very Good. Used - Like New Book. Shipped from UK. Established seller since 2000. Seller Inventory # P1-9780123744234
Quantity: 1 available
Seller: WorldofBooks, Goring-By-Sea, WS, United Kingdom
Hardback. Condition: Fair. A readable copy of the book which may include some defects such as highlighting and notes. Cover and pages may be creased and show discolouration. Seller Inventory # GOR015125431
Quantity: 1 available
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. 536 pp. Englisch. Seller Inventory # 9780123744234
Seller: AHA-BUCH GmbH, Einbeck, Germany
Buch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. Seller Inventory # 9780123744234
Seller: moluna, Greven, Germany
Condition: New. Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources The many examples throughout the text feature real simulation code in C++ and Java that developer. Seller Inventory # 5890479
Seller: preigu, Osnabrück, Germany
Buch. Condition: Neu. Networked Graphics | Building Networked Games and Virtual Environments | Anthony Steed (u. a.) | Buch | Einband - fest (Hardcover) | Englisch | 2009 | Elsevier Science | EAN 9780123744234 | Verantwortliche Person für die EU: Elsevier B.V., Radarweg 29, 1043 NX AMSTERDAM, NIEDERLANDE, nlinfo[at]elsevier[dot]com | Anbieter: preigu. Seller Inventory # 101898378