By Anthony Steed
Networked Graphics equips programmers and architects with a radical grounding within the concepts used to create actually network-enabled special effects and video games. Written for graphics/game/VE builders and scholars, it assumes no previous wisdom of networking.
The textual content deals a large view of what kinds of assorted architectural styles are available in present structures, and readers will examine the tradeoffs achieve process necessities on the web. It explains the rules of networked pics, then explores genuine platforms extensive, and eventually considers criteria and extensions.
Numerous case reports and examples with operating code are featured in the course of the textual content, protecting groundbreaking educational learn and army simulation platforms, in addition to industry-leading online game designs.
- Everything designers want to know whilst constructing networked photos and video games is roofed in a single quantity - no use to refer to a number of sources.
- The many examples in the course of the textual content function actual simulation code in C++ and Java that builders can use of their personal layout experiments.
- Case reports describing real-world structures convey how requisites and constraints will be managed.
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Additional resources for Networked Graphics. Building Networked Games and Virtual Environments
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This simulation loop is very similar in both the C and Java implementations. 2 Distributed boids: concepts 49 Simulation Renderer Data Model Software 1010100 1111001 0010101 0111101 1001...... 1 Definition of data model for the boid simulation different rendering systems. We leave the details of the rendering code to the online description of the code example. 3. This standalone example comprises the first example for this chapter. 5 shows the running system from the C version of the example.