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C**O
It's fine... for a beginner.
For the price, it's a thin book. It's got low level information that a complete novice might need (like how the internet/networking works), but that just makes the book even thinner. I bought it thinking I would be getting a book chock full of "tips" and guidance from experts in the industry. The authors put effort into this book, for sure. This book isn't advertised as a beginner (to intermediate) book--which is what it is.But, if you're looking to get ADVANCED or EXPERT knowledge that isn't already found for free on the internet, this book is not for you. It's just "here's how sockets work, here's how you serialized data, here's some ideas on synchronizing data across systems." Nothing exotic. Nothing like a Game Programming Gems book, or a Tricks of the Game Programming Gurus kind of thing.
B**S
full of useful of to-the-point advice
Crisp, full of useful of to-the-point advice. Great review for somebody who is already an engineer, wanting to understand how to go about building their own game while wasting as little time as possible. The code samples seem great too. Really happy with the book!Caveat emptor: this book is not meant for somebody who doesn't know programming. You're supposed to be already pretty good at it when you pick it up. I already knew about networking and was looking specifically for networking recipes for gaming - this is a very complex subject that is well covered here. This is not the book you want if you are either an artist or a very inexperienced developer. This is not an intro textbook but a reference for the experienced programmer.
M**N
Instant gratification!!! Exactly what I was wanting in a tech book
This is an impressively detailed and helpful book. I had 0 experience with network programming in C (C# guy here). This book gave exactly what I wanted: solid, usable code examples, explained problems with solutions one would only get from real world experience, and many resources for further growth. I can immediately apply the code and knowledge gained for my current projects.
G**R
One of a kind
There isn't another book quite like this one, giving a very nice (albeit somewhat surface-level) overview of multiplayer game networking implementation. In hand with it's bibliography, one can probably muddle their way through learning enough to write reasonably good multiplayer game netcode.
G**G
Useful information
Easy to read and covered a wide range of game related networking topics.
D**
Network requirements with respect to game genre
It touched the most important network issues on networked games.
G**A
Great book to review basic networking concepts and to see ...
Great book to review basic networking concepts and to see practical implementation of useful C++ classes that solve not-so-basic problems that every multiplayer game has.
D**O
I highly recommend it for anyone that wants to add some sort ...
This book shows how you can build a server architecture that blends seamlessly into your client code. I highly recommend it for anyone that wants to add some sort of real time multiplayer component to their game.
A**K
More code less talk
I understand there are snippets all over the book but there are some really bulky paragraphs that would be easier to just explain through code, as you are just describing code functionality at the end of the day.It is not a good use of time to read paragraph after paragraph of descriptive 'code' text.It does feel like some chapters were rushed and not properly thought about, especially the client side prediction chapters which glossed over many things and explained only within the context of an RTT but not much else. For example Cubic Hermite Spline and its uses are not really delved into, instead we get a 25% dead reckoning, 25% extrapolation, 25% server simulation 25% baking powder like its some recipe to make the perfect network lag resistant simulation.
S**I
not ideal but much better than a usual book on multi-player games
As one of fellow reviewers complained, first 50% of the book are about non-game-specific stuff such as packet-switched networks and object serialisation (including such barely-relevant things as 'detailed list of fields of IPv4 packet' and 'state diagram of TCP handshake'). And then, just when thing should start becoming interesting, authors run out of steam and give only sketchy descriptions. Starting from Chapter 9, they become VERY sketchy. Chapter 9 (Scalability) - 10 pages. Chapter 10 (Security) - another 10 pages (including mere 2 paragraphs on DDoS, which is certainly not enough even to start scratching the surface). After spending 45 pages in Chapter 2 on IP networks, and 30 pages in Chapter 3 on Berkeley Sockets, amount of discussion on Scalability and Security looks woefully inadequate.Still, as pretty much every book out there on Multiplayer games is MUCH worse than this one (and given that there are no "outright wrong" things in the book), I am rating it at 4 stars.
C**Y
Recommended for most networking knowledge
Bought for understanding of networking (and concurrency).Covers Berkely sockets, (a tiny tiny bit of Winsock v2), serialization, topologies, coping with jitter, packet loss, etc.A thorough and comprehensive book (which sometimes can throw a little too much information in a short time) which covers what you need.
R**Y
A good book for those with little to no understanding of ...
A good book for those with little to no understanding of the principles of multiplayer gaming. It gives you a good grounding in how the internet works before going on to the more complicated programming topics. Like the book "Game Programming Algorithms and Techniques" it gives you review questions after each chapter but unlike that book it rather disappointingly does not provide answers to the questions at the back leaving you with a bit of work to do to see if you got the question right. Otherwise I enjoyed it.
Trustpilot
3 days ago
3 weeks ago