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Going Multiplayer

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Going Multiplayer
Najniższa cena (z dostawą)
25,02 CAD
Typowa cena428,75 PLN
Najniższa (90 dni)25,02 PLN
Liczba ofert3
Ostatnia aktualizacja13 godzin temu
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Historia ceny (90 dni)
Pełna historia
2026-08-07 2026-08-08
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ZaktualizowanoCena
2026-08-0725,02
2026-08-0844,93
Sprzedawca Cena produktu Dostawa Razem Dostępność Aktualizacja
VI VitalSource 25,02 CAD 0 zł 25,02 CAD Dostępny 1 dzień temu Zobacz ofertę
SP SpringerNatureLink Shop INT 49,70 EUR 0 zł 49,70 EUR Dostępny 13 godzin temu Zobacz ofertę
SP Springer Nature Author 8 579,00 JPY 25,00 JPY 8 604,00 JPY Dostępny 1 godzina temu Zobacz ofertę

Ceny i dostępność mogą ulec zmianie. Ostatnia aktualizacja: 08.08.2026 11:48.

EAN 9798868820304
Springer Nature
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Design, implement, release, and maintain a multiplayer experience! Find out what challenges, risks, and upsides you need to be aware of from day one! Through real-world examples inspired by games such as League of Legends, Ariokan, and Morimens, the book covers the differences between developing multiplayer and single-player games, diving into the details of how the communication between different devices works, how to structure a multiplayer project depending on what you’re developing, how to prepare it for a global launch from a technical and monetization perspective, as well as how to protect the game. It also explains how to develop common features shared by several multiplayer titles. Maintaining an engine-agnostic approach as much as possible, the book uses both Unity and Epic Games products and services as a reference. The book takes the collectible card game Ariokan as a reference to explain some dynamics and challenges of multiplayer games that revolve around user-generated content. You Will Learn · What pieces you need to build to have a globally accessible multiplayer experience and how they work · How communication and synchronization work in a multiplayer game and how to design around that · The different types of monetization strategies that you can implement to generate revenue from your game · How User Generated Content-centric games work and the challenges related to them Who This Book Is For Game developers and system/economy designers working on a multiplayer project (game or experience), be it live-service or not. Networking/coding experience will help but is not essential, as the fundamental relevant concepts are covered in the book.

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