Algorithms and Networking for Computer Games - Info and Reading Options
By Jouni Smed


"Algorithms and Networking for Computer Games" is published by Wiley in July 11, 2006 - Chichester, the book is classified in Computers genre, it has 286 pages and the language of the book is English.
“Algorithms and Networking for Computer Games” Metadata:
- Title: ➤ Algorithms and Networking for Computer Games
- Author: Jouni Smed
- Language: English
- Number of Pages: 286
- Is Family Friendly: Yes - No Mature Content
- Publisher: Wiley
- Publish Date: July 11, 2006
- Publish Location: Chichester
- Genres: Computers
“Algorithms and Networking for Computer Games” Subjects and Themes:
- Subjects: ➤ Computer algorithms - Computer games - Programming - Jeux d'ordinateur - Programmation - Algorithmes - Computerspiel - Programmierung - Computer games, programming - Computer networks
Edition Identifiers:
- Google Books ID: iaBQAAAAMAAJ
- The Open Library ID: OL7594596M - OL16922331W
- Online Computer Library Center (OCLC) ID: 65407266
- Library of Congress Control Number (LCCN): 2006010651
- ISBN-13: 9780470018125 - 9780470029756
- ISBN-10: 0470018127
- All ISBNs: 0470018127 - 9780470018125 - 9780470029756
AI-generated Review of “Algorithms and Networking for Computer Games”:
Snippets and Summary:
The first part of the book tackles algorithmic problems by presenting how they can be solved practically.
Let us play a little thought game: Get a pen and paper.
"Algorithms and Networking for Computer Games" Description:
Google Books:
Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming. The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as "classical" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two 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. Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for... Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice. A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning. In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention. 51 ready-to-use algorithms and 178 illustrative exercises. Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games.
Open Data:
Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming
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