Building Multiplayer Games in Unity: Using Mirror Networking
暫譯: 在 Unity 中建立多人遊戲:使用 Mirror Networking
Engelbrecht, Dylan
- 出版商: Apress
- 出版日期: 2021-12-04
- 售價: $2,550
- 貴賓價: 9.5 折 $2,423
- 語言: 英文
- 頁數: 252
- 裝訂: Quality Paper - also called trade paper
- ISBN: 1484274733
- ISBN-13: 9781484274736
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相關分類:
遊戲引擎 Game-engine
海外代購書籍(需單獨結帳)
相關主題
商品描述
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
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
商品描述(中文翻譯)
第1章:介紹
子主題
● 為什麼你應該關心本書的內容
● 前置條件與資源
第2章:信使鴿、封包與環遊世界
子主題
● 網路介紹
● 理解封包
● 資料封包如何在全球傳輸
● IPV4與UDP
● 傳輸層
● 防火牆
● 保持封包小的重要性
第3章:鏡子大廳與冷漠
子主題
● 什麼是鏡像網路
● 理解鏡像的來源及其創建原因
● 瞭解鏡像的限制
● 透過冷漠打破這些限制
● 什麼是冷漠,該如何獲得?
● 客戶端、伺服器與主機
第4章:指揮鏈
子主題
● 遊戲伺服器架構
● 權威
● 理解指揮鏈
● 遠端程序呼叫(RPC)
● 命令
● 同步變數
● 同步變數鉤子
● 鏡像事件
● 創建我們的第一個多人遊戲
第5章:大規模擴展
子主題
● 雲端
● AWS
● Google Cloud
● Azure
● Unity Multiplay
● 託管你的資料庫
● 理解瓶頸
● Apex Legends如何創造完美的發佈
● 壓力測試與壓力客戶端
● 需要考慮的事項,如安全性
第6章:來自大師的見解
子主題
● 10個遊戲開發者的迷你故事與訪談
第7章:挑戰你所知道的
子主題
● 2個初學者的多人挑戰
● 2個中級的多人挑戰,包含用戶資料持久性
● 1個高級的多人挑戰,包含用戶與世界資料持久性
第8章:結論
子主題
● 讀者的下一步
● 最好的祝福與感謝