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Going Multiplayer

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Going Multiplayer
Lowest price (incl. delivery)
25,02 CAD
Typical price428,75 PLN
Lowest (90 days)25,02 PLN
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Last updated14 ชั่วโมงที่แล้ว
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2026-08-07 2026-08-08
ประวัติราคา
อัปเดตเมื่อราคา
2026-08-0725,02
2026-08-0844,93
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VI VitalSource 25,02 CAD free 25,02 CAD มีจำหน่าย 1 วันที่แล้ว View offer
SP SpringerNatureLink Shop INT 49,70 EUR free 49,70 EUR มีจำหน่าย 14 ชั่วโมงที่แล้ว View offer
SP Springer Nature Author 8 579,00 JPY 25,00 JPY 8 604,00 JPY มีจำหน่าย 3 ชั่วโมงที่แล้ว View offer

ราคาและความพร้อมจำหน่ายอาจมีการเปลี่ยนแปลง อัปเดตล่าสุด: 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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