Full Description
Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.
Contents
PART I GROUNDWORK1. Introduction2. One on One (101)3. Overview of the Internet4. More Than TwoPART II FOUNDATIONS5. Issues in Networking Graphics6. Sockets and Middleware7. Middleware and Message-Based Systems8. Middleware and Object-Sharing Systems9. Other Networking ComponentsPART III REAL SYSTEMS10. Requirements11. Latency and Consistency12. Scalability13. Application Support Issues



