Going Multiplayer
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25,02 CAD
Typical price428,75 PLN
Lowest (90 days)25,02 PLN
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Last updated14 saat önce
Price history (90 days)
Full history
2026-08-07
2026-08-08
| Güncellenme Tarihi | Fiyat |
|---|---|
| 2026-08-07 | 25,02 |
| 2026-08-08 | 44,93 |
| Satıcı | Product price | Delivery | Toplam | Stok Durumu | Updated | |
|---|---|---|---|---|---|---|
| VI VitalSource | 25,02 CAD | free | 25,02 CAD | Mevcut | 1 gün önce | View offer |
| SP SpringerNatureLink Shop INT | 49,70 EUR | free | 49,70 EUR | Mevcut | 14 saat önce | View offer |
| SP Springer Nature Author | 8 579,00 JPY | 25,00 JPY | 8 604,00 JPY | Mevcut | 3 saat önce | View offer |
Fiyatlar ve stok durumu değişebilir. Son Güncelleme: 08.08.2026 11:48.
EAN
9798868820304
Springer Nature
0,0
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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.