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ویرایش: [1 ed.]
نویسندگان: Henrique Campos
سری:
ISBN (شابک) : 9781803232614
ناشر: Packt Publishing
سال نشر: 2023
تعداد صفحات: 498
زبان: English
فرمت فایل : EPUB (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 6 Mb
در صورت تبدیل فایل کتاب The Essential Guide to Creating Multiplayer Games with Godot 4.0: Harness the power of Godot Engine's GDScript network API to connect players in multiplayer games به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب راهنمای اساسی برای ایجاد بازی های چند نفره با Godot 4.0: مهار قدرت شبکه GDScript Godot Engine API برای اتصال بازیکنان در بازی های چند نفره نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Title Page Copyright and Credits Dedications Foreword Contributors Table of Contents Preface Part 1: Handshaking and Networking Chapter 1: Setting up a Server Technical requirements Introduction to a network Understanding the ENetMultiplayerPeer class What is the ENet library? What is the UDP protocol? How does this connection happen? Creating the server Creating the client Testing our handshake Summary Chapter 2: Sending and Receiving Data Technical requirements Understanding packets Introduction to the JSON format Serialization Sending packets with PacketPeerUDP Creating an AuthenticationCredentials Autoload Sending players’ credentials Listening to packets with UDPServer Authenticating the player Loading a fake database Replying to the authentication request Maintaining the player’s session Loading the player’s avatar Summary Chapter 3: Making a Lobby to Gather Players Together Technical requirements Calling functions remotely with RPCs Introducing the @rpc annotation What’s necessary for an RPC? Understanding the multiplayer authority Comparing UDP and ENet approaches Remaking the login screen with RPCs Establishing an ENetMultiplayerPeer connection Creating the RPC functions template Authenticating the player Adding the player’s avatar Cleaning AvatarCards Retrieving players’ avatars Testing the lobby Summary Chapter 4: Creating an Online Chat Technical requirements Understanding data exchange and channels Reliable and unreliable packets Understanding channels Sending chat messages Updating peer’s data remotely Summary Part 2: Creating Online Multiplayer Mechanics Chapter 5: Making an Online Quiz Game Introducing the online quiz game Setting up a lobby for the quiz game Displaying new players Starting the match Implementing online turns Updating players about the round Turning local mechanics into remote gameplay Understanding the questions database Loading and updating questions Sending players’ answers to the server Summary Chapter 6: Building an Online Checkers Game Technical requirements Introducing the Checkers project Understanding the Checkers Piece scene Comprehending the FreeCell scene Introducing the CheckerBoard scene Serializing players’ turns Working with MultiplayerSynchronizer Updating and syncing the CheckerBoard Handling remote turn shifts Setting up players’ teams Enabling and disabling team pieces Managing win and lose conditions Summary Chapter 7: Developing an Online Pong Game Technical requirements Introducing the Pong project How the player paddles work Understanding the Ball scene Managing players’ scores Tying everything together Setting up online multiplayer paddles Changing the paddle’s owner Assigning the players’ paddles Syncing remote objects Updating the ball’s position Coordinating the paddle’s position Summary Chapter 8: Creating an Online Co-op Platformer Prototype Technical requirements Introducing the platformer project Understanding the Player class Unveiling the Crate class How the InteractiveArea2D class works Understanding the PlayerSpawner class Spawning players in the match Giving players control in PlayerSpawner Setting up the Player multiplayer controls Syncing physical objects Synchronizing the player’s position and animations Updating the crate’s position remotely Summary Chapter 9: Creating an Online Adventure Prototype Technical requirements Introducing the prototype Understanding the Player scene Gauging the Asteroid scene Unraveling the quest system Breaking down the World scene Logging the player in to the server Authenticating players Syncing the World scenes Separating server and client responsibilities Shooting bullets on all instances Calculating an asteroid’s damage Storing and retrieving data on the server Implementing the quest system’s client side Implementing the quest system’s server side Summary Part 3: Optimizing the Online Experience Chapter 10: Debugging and Profiling the Network Technical requirements Introducing Godot’s Debugger Mastering the Stack Trace tab Debugging with the Errors tab Exploring the Profiler tab Exploring the Visual Profiler tab Exploring the Monitors tab Getting to know the Video RAM tab Grasping the Misc tab Understanding the Network Profiler Identifying the project’s bottlenecks Using the Network Profiler Using the Monitors tab Summary Chapter 11: Optimizing Data Requests Technical requirements Understanding network resources Decreasing the requests count Reducing the weapon fire count Decreasing Asteroid’s syncing count Compressing data with the ENetConnection class Summary Chapter 12: Implementing Lag Compensation Technical requirements Introducing lag issues Dealing with unreliable packets Common compensation techniques Implementing server-side motion Bridging the gaps with interpolation Playing ahead with prediction Gazing into the future with extrapolation Summary Chapter 13: Caching Data to Decrease Bandwidth Technical requirements Understanding caching Setting up the HTTPRequest node Understanding the HTTP protocol Setting up the scenes and database Implementing texture caching Implementing database caching Going further with caching Summary Index Other Books You May Enjoy