Description |
1 online resource (xi, 522 pages) : illustrations (some color) |
Bibliography |
Includes bibliographical references and index. |
Contents |
pt. 1. Groundwork -- pt. 2. Foundations -- pt. 3. Real systems. |
Summary |
This broad-ranging book equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking. The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. The book explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and exte. |
Subject |
Video games -- Programming.
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Computer graphics.
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Virtual reality.
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Computer Graphics |
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Virtual Reality |
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Jeux vidéo -- Programmation. |
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Infographie. |
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Réalité virtuelle. |
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computer graphics. |
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virtual reality. |
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GAMES -- Video & Electronic. |
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Video games -- Programming |
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Computer graphics |
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Virtual reality |
Indexed Term |
Single-User |
Added Author |
Oliveira, Manuel Fradinho.
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Added Title |
Building networked games and virtual environments |
Other Form: |
Print version: Steed, Anthony. Networked graphics. Burlington, MA : Morgan Kaufmann ; Oxford : Elsevier Science [distributor], ©2010 9780123744234 (OCoLC)184827824 |
ISBN |
9780080922232 (electronic bk.) |
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0080922236 (electronic bk.) |
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