Going Multiplayer
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Najniższa cena (z dostawą)
58,55 EUR
Typowa cena6 863,00 PLN
Najniższa (90 dni)6 863,00 PLN
Liczba ofert2
Ostatnia aktualizacja3 dni temu
| Sprzedawca | Cena produktu | Dostawa | Razem | Dostępność | Aktualizacja | |
|---|---|---|---|---|---|---|
| SP SpringerNatureLink Shop INT | 39,55 EUR | 19,00 EUR | 58,55 EUR | Dostępny | 3 dni temu | Zobacz ofertę |
| SP Springer Nature Author | 6 863,00 JPY | 15,00 JPY | 6 878,00 JPY | Dostępny | 3 dni temu | Zobacz ofertę |
Ceny i dostępność mogą ulec zmianie. Ostatnia aktualizacja: 08.08.2026 23:11.
EAN
9798868820311
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.