Networked Graphics

Networked Graphics

Einband:
Fester Einband
EAN:
9780123744234
Untertitel:
Building Networked Games and Virtual Environments
Genre:
Informatik
Autor:
Anthony Steed, Manuel Fradinho Oliveira
Herausgeber:
Morgan Kaufmann
Anzahl Seiten:
536
Erscheinungsdatum:
2009
ISBN:
978-0-12-374423-4

Equips programmers and designers with a grounding in the techniques used to create network-enabled computer graphics and games. This book offers a view of what types of different architectural patterns can be found in systems, and helps readers learn the tradeoffs in achieving system requirements on the Internet.

Autorentext
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.

Klappentext
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 even thousands of players to simultaneously interact in breathtakingly detailed 3D worlds that are connected to the Internet. This means that it's no longer enough for developers and programmers working on these applications to create incredible computer graphics. Now these graphics must also have sophisticated networking capabilities. This comprehensive tutorial teaches programmers and students everything they need to know in order to create truly network-enebled computer graphics and games.

Inhalt
PART I GROUNDWORK1. Introduction2. One on One (101)3. Overview of the Internet4. More Than TwoPART II FOUNDATIONS5. Issues in Networking Graphics6. Sockets and Middleware7. Middleware and Message-Based Systems8. Middleware and Object-Sharing Systems9. Other Networking ComponentsPART III REAL SYSTEMS10. Requirements11. Latency and Consistency12. Scalability13. Application Support Issues


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