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Algorithms and Networking for Computer Games
John Wiley and Sons Ltd, April 2006, Pages: 286
This book covers game programming from the perspective of a computer scientist, combining both algorithmic knowledge and game-related problems to provide a valuable and novel approach to the topic. The topics of the book are based on the common problems that game developers encounter in game programming. The first part of the book presents algorithmic problems and solution methods. As well as 'classical' topics such as random numbers and game trees, the text focuses on three areas: how to find a path in, create the terrain of, and make decisions in the game world. Algorithmic solutions are presented not in any specific programming language but in pseudocode format, which can be easily rewritten in any programming language and, more importantly, emphasizes the algorithmic idea behind the solution. The second part introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating. A large proportion of the material has been tried and tested in real university courses (Algorithms for Computer Games, and Networked Virtual Environments) taught by the authors.
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