Librería: ThriftBooks-Dallas, Dallas, TX, Estados Unidos de America
EUR 9,94
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Idioma: Inglés
Publicado por Wiley & Sons, Incorporated, John, 2006
ISBN 10: 0470018577 ISBN 13: 9780470018576
Librería: Better World Books, Mishawaka, IN, Estados Unidos de America
Original o primera edición
EUR 10,03
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Fine. 1st Edition. Used book that is in almost brand-new condition. May contain a remainder mark. Better World Books: Buy Books. Do Good.
Librería: WorldofBooks, Goring-By-Sea, WS, Reino Unido
EUR 5,43
Cantidad disponible: 2 disponibles
Añadir al carritoHardback. Condición: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de America
EUR 12,80
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Good. Item in good condition. Textbooks may not include supplemental items i.e. CDs, access codes etc.
Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de America
EUR 12,80
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Very Good. Item in very good condition! Textbooks may not include supplemental items i.e. CDs, access codes etc.
Librería: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Alemania
Original o primera edición
EUR 22,00
Cantidad disponible: 1 disponibles
Añadir al carrito1st ed. 17 x 25 cm. 232 pages. Hardcover. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Sprache: Englisch.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 99,53
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Inglés
Publicado por John Wiley & Sons Inc, New York, 2006
ISBN 10: 0470018577 ISBN 13: 9780470018576
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de America
Original o primera edición
EUR 108,08
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: new. Hardcover. The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games.Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements.Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network.Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation)Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering. Understanding the demands of games on IP networks is important for ISP engineers and technicians, and understanding the underlying network's capabilities is important for game developers. This book concisely draws together and illustrates the overlapping and interacting technical concerns of these two business sectors. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 105,80
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 101,25
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 104,80
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New.
EUR 116,81
Cantidad disponible: 3 disponibles
Añadir al carritoCondición: New. pp. 232 Illus.
Librería: THE SAINT BOOKSTORE, Southport, Reino Unido
EUR 107,91
Cantidad disponible: Más de 20 disponibles
Añadir al carritoHardback. Condición: New. New copy - Usually dispatched within 4 working days.
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
Original o primera edición
EUR 121,81
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New. Understanding the demands of games on IP networks is important for ISP engineers and technicians, and understanding the underlying network's capabilities is important for game developers. This book concisely draws together and illustrates the overlapping and interacting technical concerns of these two business sectors. Num Pages: 232 pages, illustrations. BIC Classification: UDB; UDX; UM; UT. Category: (P) Professional & Vocational. Dimension: 247 x 176 x 19. Weight in Grams: 564. . 2006. 1st Edition. Hardcover. . . . .
EUR 132,72
Cantidad disponible: 3 disponibles
Añadir al carritoCondición: New. pp. 232.
Librería: Revaluation Books, Exeter, Reino Unido
EUR 127,11
Cantidad disponible: 2 disponibles
Añadir al carritoHardcover. Condición: Brand New. 1st edition. 218 pages. 9.75x6.75x0.75 inches. In Stock.
Idioma: Inglés
Publicado por John Wiley & Sons Inc, New York, 2006
ISBN 10: 0470018577 ISBN 13: 9780470018576
Librería: CitiRetail, Stevenage, Reino Unido
Original o primera edición
EUR 104,81
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: new. Hardcover. The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games.Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements.Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network.Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation)Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering. Understanding the demands of games on IP networks is important for ISP engineers and technicians, and understanding the underlying network's capabilities is important for game developers. This book concisely draws together and illustrates the overlapping and interacting technical concerns of these two business sectors. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Librería: Kennys Bookstore, Olney, MD, Estados Unidos de America
EUR 149,02
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New. Understanding the demands of games on IP networks is important for ISP engineers and technicians, and understanding the underlying network's capabilities is important for game developers. This book concisely draws together and illustrates the overlapping and interacting technical concerns of these two business sectors. Num Pages: 232 pages, illustrations. BIC Classification: UDB; UDX; UM; UT. Category: (P) Professional & Vocational. Dimension: 247 x 176 x 19. Weight in Grams: 564. . 2006. 1st Edition. Hardcover. . . . . Books ship from the US and Ireland.
Idioma: Inglés
Publicado por John Wiley & Sons Inc, New York, 2006
ISBN 10: 0470018577 ISBN 13: 9780470018576
Librería: AussieBookSeller, Truganina, VIC, Australia
Original o primera edición
EUR 160,24
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: new. Hardcover. The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games.Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements.Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network.Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation)Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering. Understanding the demands of games on IP networks is important for ISP engineers and technicians, and understanding the underlying network's capabilities is important for game developers. This book concisely draws together and illustrates the overlapping and interacting technical concerns of these two business sectors. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.