Massively Multiplayer (MMP) game development is one of the fastest growing areas in the game market. With the first MMP releases, the genre took off with amazing speed, and as its popularity continues to soar, so do the many challenges, internationalization, customer support, hacking, and technological advancements. To keep up with these challenges, developers need to implement the best tools and techniques available. Massively Multiplayer Game Development provides these solutions.
This comprehensive, insightful collection of articles is written by some of the industry's best MMP developers, and provides a wealth of unique knowledge acquired while working in the MMP trenches. Details on database techniques and game systems are also included. Unlike many programming books, Massively Multiplayer Game Development is intended to appeal to the entire team: programmers will find a multitude of technical ideas, and designers and producers will benefit from the detailed information on design, architecture, and customer support.
TOPIC HIGHLIGHTS:
MMP Design Techniques: provides a 'big picture' design process and includes valuable insights learned by the Toontown Online team, as well as practical online customer support issues learned by the Ultima Online team.
MMP Architectures: features extensive coverage on applying object-oriented and Extreme Programming practices for building robust MMP frameworks and architectures.
Server-Side Development: details the server side of online development, including seamless server pros and cons, development and maintenance issues, and wireless device porting tips.
Client-Side Development: covers movement prediction, character customization, and the challenges of console MMP games.
Database Techniques: explores this black art that very few developers have mastered. Covers the fundamentals of design and explains how and how not to use databases for online games.
Game Systems: addresses how to design the core game system that powers MMP games.
CD-ROM (Windows) includes demos and source code from the book in C++, Python, and Shockwave
CONTRIBUTORS
Thor Alexander
Jason Asbarh
Jason Beardsley
Mark Brockington
William Dalton
David Fox
Tom Gambill
Mike Goslin
Ben Hanson
Todd Hayes
Dale Homburg (cover)
Christian Lange
Jay Lee
Glyph Lefkowitz
Paul McInnes
John M. Olsen
Sean O'Neil
Javier F. Otaegui
Jay Patterson
Patricia Pizer
Sean Riley
Artie Rogers
Paul Sage
Derek Sanderson
Jesse Schell
Joe Shochet
Matthew Walker
EDITOR BIOGRAPHY
Thor Alexander (Austin, TX) has been working in the game industry for over ten years and recently founded Hard Coded Games. Prior to starting his own company, he was a senior AI programmer at Electronic Arts and Xatrix Entertainment, and a founding member of Asgard Interactive and Harbinger Technologies. His multiplayer game development experience includes Ultima Online II and Valhalla's Gate, the world's first multi-node MUD. He also contributed to AI Game Programming Wisdom and Game Programming Gems 3 from Charles River Media.
SYSTEM REQUIREMENTS Intel Pentium-Series, AMD Athlon or newer processor recommended. Windows 95/98/ME/XP with at least 32MB RAM for C++ demos. Linux and MacOs are supported for cross-platform Python and Shockwave demos. 3D graphics card and DirectX 8 or higher recommended for Graphics demos, and the latest version of Shockwave.