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Building Multiplayer Games in Unity: Using Mirror Networking
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Building Multiplayer Games in Unity: Using Mirror Networking

Building Multiplayer Games in Unity: Using Mirror Networking

Dylan Engelbrecht

235 pages, parution le 03/12/2021

Résumé

Intermediate-Advanced user level

Take a deep dive into creating large-scale, multiplayer games with Unity 3D, using Mirror Networking and a variety of powerful transports. You will learn the fundamentals of RPC/Command multiplayer architecture and dig deeper into networking and data persistence to achieve scalable, highly performant, large-scale, multiplayer games in Unity.

This book explains how to develop multiplayer games using Unity within a commercial or enterprise environment. You will take a look at the networking fundamentals behind multiplayer games, including packets and the importance of keeping packets small. Next, you will look into Mirror Networking and see how to leverage a variety of transport layers to achieve large-scale, multiplayer games. Using Unity 3D as the core focus, you will get an understanding of the RPC/Command architecture and how you can utilize different authoritative structures to best suit your needs. You will also learn how to scale your architecture and explore industry-leading methods of deploying your game to the masses. You will also get a solid understanding of networking principles.

The book wraps up with advice from leading experts who shed light on past mistakes and provide valuable insights for your next project. This book breaks down daunting concepts into easy-to-understand pieces of knowledge to help you create your first multiplayer game. It is a must-read for any developer looking to understand multiplayer games and networking.



What You Will Learn

Learn advanced multiplayer concepts and how to use them

Understand the key concepts for creating multiplayer virtual experiences

Know the basics of computer networking and how to employ them

Deploy large, scalable multiplayer infrastructures for your games

Gain insights from other industry professionals



Who Is This Book For
Intermediate to advanced Unity 3D developers looking to understand multiplayer networking and deploying large-scale products. Having a solid understanding of C# and Unity is required, and having an understanding or prior experience with networking principles such as IPv4 would be advantageous.
Chapter 1: IntroductionSub-Topics Why you should care about the contents of this book Prerequisites & Resources
Chapter 2: The Messenger Pigeon, Packets, and a Trip Around the WorldSub-Topics Introduction to networking Understanding packets How packets of data get transported across the world IPV4 and UDP The transport layer The firewall The importance of keeping your packets small
Chapter 2: A Hall of Mirrors and ApathySub-Topics What is Mirror Networking Understand where Mirror comes from and why it was created Learn the limitations of Mirror Break some of those limitations with Apathy What is Apathy and where to get it? The client, the server, and the host
Chapter 3: The Chain of CommandSub-Topics: Game server architecture Authority Understanding the chain of command Remote Procedure Calls (RPC's) Commands Syncvars Syncvar Hooks Mirror Events Creating our first multiplayer game
Chapter 4: Memory of a GoldfishSub-Topics: What are database engines? Relational vs non-relational databases A few popular relational database engines with their pros and cons A few popular non-relational database engines with their pros and cons Designing the database Connecting to the database from your game server Storing information Retrieving information Serving information to your players
Chapter 5: Scaling Up, A LotSub-Topics: The cloud AWS Google Cloud Azure Unity Multiplay Hosting your databases Understanding the bottleneck How Apex Legends created the perfect launch Stress testing and stress clients Things to consider, like security
Chapter 6: Insights From the MastersSub-Topics: 10 Mini-stories and interviews of game developers
Chapter 7: Challenge What You KnowSub-Topics: 2 beginner multiplayer challenges 2 intermediate multiplayer challenges with user data persistence 1 advanced multiplayer challenge with user and world data persistence
Chapter 8: ConclusionSub-Topics: Next steps for the reader Best wishes and thanks
Dylan Engelbrecht is a Unity specialist. Born and raised in South Africa, he has worked at the top enterprise VR development studio in South Africa, and he's currently working at the largest game development studio on the continent. He has in-depth knowledge of commercial and enterprise game development, with work showcased by invite at Comic-Con Africa and rAge Expo. He is an avid gamer who enjoys immersive experiences and real-time strategy games.

Caractéristiques techniques

  PAPIER
Éditeur(s) Apress
Auteur(s) Dylan Engelbrecht
Parution 03/12/2021
Nb. de pages 235
EAN13 9781484274736

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