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Free Ebook: ActionScript 3.0 for multiplayer game and virtual world PDF  | Print |  E-mail
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Thursday, 14 April 2011 15:35

Free Ebook: ActionScript 3.0 for multiplayer game and virtual world

1. Infomation about this ebook

Today, http://lessonflash.com want to offer you a free ebook for designers who are studying Flash CS3. This is a ebook is written in English. It will help you to learn ActionScript 3.0 for multiplayer game and virtual world . This is a book about developing real-time multiplayer games. There are plenty of Flash based games in the Internet but there is not much information available on real-time movement techniques, latency hiding, predictive movement, maintaining game state and logic, pathfinding, messaging, authority and prediction, isometric view, avatars and creating virtual worlds, etc. All of these you can find in the ActionScript for Multiplayer Games book.

This book is a very valuable resource for ActionScript developers and architects wanting to develop real-time multiplayer games. The book is based on ElectroServer Java socket-server on the server-side and Adobe Flash/ActionScript technology on the client-side. The ElectroServer can be easily installed and configured. The author builds user’s confidence and experince in multiplayer game techniques explaining them step by step from easiest to more sophisticated ones. The book is full of awesome examples which can be easily run in FlashDevelop or (after writing a few additional lines of code) in Flex/Flash Builder.

Reading this book, I have been learning about many general issues which have to be considered during a game development process. It helped me to get started with my own project without much wandering about and wasting my time (and money). The examples helped me to understand practical aspects of many development techniques. The book is written using easy to undestand, plain English. I recommend this book to any Flash/ActionScript developer new to game development industry. It is worth buying if you like to gain an overall, high level view as well as more detailed and practical skills on developing real-time multiplayer games.

Please, Click here to download

2. What subjects are there in this ebook?

ActionScript 3.0 for multiplayer game and virtual world

Table of Contents

  • Copyright
  • Acknowledgments
  • Contributors

Introduction
  • ActionScript 3 and Flash Develop
  • ElectroServer
  • Where to find the example files
  • Directory structure for the examples

Chapter 1. Web Game Landscape
  • Client-side Technology
  • Where Multiplayer Fits In
  • Typical Goals
  • Last Words...

Chapter 2. Connecting Users
  • Connection Techniques
  • Peer to Peer
  • Polling
  • Socket Servers
  • Socket Server Choices
  • Adobe Flash Media Interactive Server
  • Red5
  • ElectroServer 4

Chapter 3. Security: You vs. Everyone Else
  • Logical Security
  • COPPA and Data Capture
  • Physical Security
  • The Problem and Its Solution
  • Firewalls for Fun and Profit
  • Know Thy Enemy
  • Final Notes on Security

Chapter 4. Introducing ElectroServer
  • Server Concepts
  • Users
  • Rooms
  • Zones
  • Chat
  • Buddies
  • EsObjects
  • Extensions
  • Installation
  • Windows
  • Linux / UNIX Variants
  • Mac OS X
  • Hello World
  • The ElectroServer API
  • Writing Your First Chat
  • Administration Panel

Chapter 5. Chat
  • Overview
  • Chat Visibility
  • Chat Type
  • Room Concepts
  • Chat Filtering
  • Simple Chat Room
  • Features
  • Walkthrough

Chapter 6. Where Decisions Are Made
  • New Concepts
  • Authoritative Client
  • Authoritative Server
  • When to Use Which Model
  • ElectroServer Plugin Concepts
  • Plugins
  • Talking to Plugins
  • EsObject Formatting Approach
  • Installing the Extension
  • Server-level Components
  • Building an Extension
  • Dig Game
  • Features
  • Walkthrough
  • Minimizing Data Exchanged
  • Maintaining a List of Users
  • The DigGame Class
  • Server Code

Chapter 7. Real-time Movement
  • Responsive Controls
  • Path Types
  • Waypoints
  • Vector / Heading
  • Line of Sight
  • Frame-based Movement
  • When to Use Frame-based Movement
  • Current Position: Here I Am
  • Latency and Clock Synchronization
  • Ping and Latency
  • Using the Clock Class
  • Time-based Movement
  • Equations of Motion / Predictive Movement
  • Latency Hiding
  • Acceleration
  • Heading and Converger Classes
  • Download Chapter

Chapter 8. Lobby System
  • Common Features
  • Game Flow
  • Waiting
  • Initializing
  • Playing Game
  • Game Over
  • Dig Game 2
  • New ElectroServer Concepts
  • Lobby System Example
  • Registering a Game Type with ElectroServer

Chapter 9. Real-time Tank Game
  • Game Overview
  • Authority and Prediction
  • Tank Paths
  • Shooting
  • Collision Detection
  • Line of Sight
  • Line Segment Intersections
  • Path Validation
  • Collision Prediction
  • Game Messaging
  • Mini-map
  • Message Aggregation
  • Level Editor
  • Spatial Audio

Chapter 10. Tile-based Games
  • Tile-based vs. Art-based Levels
  • Other Tile-based Benefits
  • Performance
  • When to Run Logic
  • A* Pathfinding
  • Concept
  • Pseudo Code
  • Pathfinding Example

Chapter 11. Cooperative Game Play
  • Types and Styles of Cooperative Game Play
  • Categories of Cooperation
  • Styles of Cooperation
  • The Game: Super Blob Brothers
  • Server vs. Client: Who’s the Boss?
  • Client
  • Server
  • Understanding the Game Elements
  • Game Messaging
  • Client-side Details
  • Level Initialization
  • Player Positions
  • Switches, Gates, and Towers
  • Pushing Rocks
  • Conclusions and Next Steps

Chapter 12. Isometric View
  • Basics and Benefits of Isometrics
  • Objects in Isometrics
  • Tiles
  • Example Virtual Worlds
  • Isometrics Beyond Our Scope
  • A Technical Look
  • The Geometry
  • The Isometric Class
  • Building a Grid
  • Selecting a Tile
  • Sorting Algorithm
  • Logic
  • Sorting Example

Chapter 13. Avatars
  • Meet the Avatars
  • Rendering Approaches
  • Puppet
  • Layered Animation
  • Sprite Sheets
  • 3D
  • What About Video?
  • Sprite Sheets
  • Avatar Creation and Customization
  • General Description
  • AnimationLoader and SpriteAnimation Classes
  • AvatarCustomizationScreen Class

Chapter 14. Virtual Worlds
  • Common Features
  • Old World
  • Map Files
  • XML Format
  • Map Editor
  • Map Rendering
  • Map Class
  • ISortable Interface
  • ItemDefinition Class
  • Item Class
  • ItemManager Class
  • The World
  • Managing Avatars
  • Walking
  • Sorting

Chapter 15. Buddies
  • Relationships
  • Relationship Types
  • Forming the Relationship
  • Buddies in Old World
  • Loading the Buddy List
  • Showing If a Buddy Is Online
  • Adding a Buddy
  • Removing a Buddy
  • Viewing the Buddy List
  • Ways to Improve

Chapter 16. User Homes
  • “Open House”
  • Items in User Homes
  • User Homes in Old World
  • Visiting and Decorating
  • Data and Transactions
  • User Interface

Setting Up the Sample Extension
  • Server-Level Components     Old World- Configuring the Logging- Setting up the Server-side Development Environment /Install Java and NetBeans /Create the NetBeans Project
  • Automatic Deployment
  • Old World Automatic Deployment
3. Where is the link fo me to download?
Please, Click here to download
Last Updated on Friday, 08 July 2011 13:44
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