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الصفحة 1
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Unity Networking Fundamentals : Creating Multiplayer Games with Unity

Covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture. It provides the basics of networking, sockets, TCP vs. UDP, client-server architecture, serialization, RESTful APIs, network latency, and client-side prediction. Projects are presented to illustrate the concepts, including a chat client/server overlay for your game, and a 3D maze game that allows up to four players to connect over the network. You will learn : Know the difference between TCP and UDP, and the pros and cons of these protocols / Create client-server multiplayer games in Unity using C# / Receive and process data from a remote server using RESTful APIs / Understand latency and how to mitigate its impact

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Fundamental networking in Java

This book is an in-depth learning and teaching resource for the understanding and programming of TCP/IP networking in Java. It covers 'everything you can do to a socket in Java' and explains when and why you might - or might not - want to do that. The book covers TCP and UDP using both blocking streams and non-blocking channels, and also SSL secure sockets in both blocking and non-blocking modes, unravelling the mysteries of the SSLEngine in the process. Particular attention is paid to the neglected topics of multi-homing and multicast. A unique chapter on client and server architectures uses a quantitative approach rather than the usual design-patterns approach, leading to architectures with predictable performance rather than just coding elegance.

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