Multiplayer Game Programming w/CD
Todd Barron | Andre Lamothe


Compras Nikon
Bluetooth
1 No actual information about network game problems
My personal opinion about this book is don't buy it unless you want to read through a badly written language with a lot of smart remarks and very little substance about network game programming. It covers the basic about network gaming with socket and then shows how to set up directplay. It uses a lot of time and pages to show how to draw a couple of lines with direct3d and basic windows programming stuff, which I personally would have bought a book on if that was what I wanted to know something about. There's no discussion about cons and pros for using tcp or udp protocol and it totally lack information about latency problems and how to handle those, because this is a subject that absolutely needs to be handled when we start talking about multiplaying, unless it's a turn based game.
Thumbs down from me...there got to be better books out there about multiplayer game programming.

2 Excellent starting point
For those that are interested in multiplayer game programming, whether beginners or intermediate coders, will enjoy this book. A large section is dedicated to network connections, showing examples in both C and C++. The back half works with DirectX and beyond. This isn't just good reference material but a template to get started.
3 BEST BOOK EVER
This book is the best book ever if you want to make games that are to be played over the internet or network. You dont even know how to program!!!! (although it does help alot). It will teach you from the ground up how to make games accross networks. GET THIS BOOKS!!!!!!!!!!!!!
4 Fantastic for me.
My position was, I had done some C++ for a few weeks, and wanted to move onto bigger things.

Windows programs, networking, multiplayer games all interested me. This book helped me understand all the above.

I like the amusing comments, cartoons and the way the book is styled. It keeps me interested and never bores me.

Overall a fantastic read and I personally, learned a lot without the pain, maybe not for the super-advanced programmer, but great if you havn't been doing C++ for 20 years.


5 A great book for beginners and intermediate programmers
I only have 1 semester of C programming under my belt, with no previous exposure to COM or WINAPI programming, but this book has done a great job of helping understand some of these concepts, as well as DirectX and what it is capable of...

I am currently about 2/3 of the way through the book and I have been typing out every program example... This has done wonders for my comprehension and understanding of the material. I would recommend this book for anyone who is new to programming and may not understand some of the more advanced concepts (such as operator overloading), but I think it would be good even for intermediate level as well... A great book all-around...


6 Great book for beginners and enthusiasts.
If you're a C++ programmer mainly experienced with UNIX and wanna learn about the Windows API and DirectX along with tips and tricks of game programming. This book is for you!

Great guide to both windows and game programming.


7 The perfect, all-around, game programming book!!
While the title of this book is somewhat deceiving, this is perhaps one of the greatest programming books I have ever read. It was exactly what I was looking for. Here is a checklist to determine if this book is right for you.

BUY THIS BOOK IF:
-If you have basic knowledge of at least one other programming language (preferably C/C++ or JAVA).
-If you want to begin programming games with DirectX but do not know where to start (this book only focuses on DirectX).
-If you like the theory of an example explained first, and THEN the fully commented and explained source code.
-If you want to learn the basics of Winsock.
-If you want to learn more about Windows programming (primarily without MFC).
-If you like having two complete games to work towards and loads of source code that actually compiles!
-If you like your books written in a very informal tone with plenty of humorous one-liners and the occational off-topic rant (which I finds makes the reading of this book extremely enjoyable and rarely dry).

Being a senior in college with basic VB & JAVA programming experience, this was exactly the book I was looking for. It helped me make the transition to VC++, learn more about Windows Programming, learn DirectX, learn Winsock, and learn Multiplayer Game Programming all in one shot! If you're looking for complex specifics on multiplayer gaming, this is NOT your book. If you're looking for an intro on the COMPLETE PACKAGE then buy this book NOW!


8 Really just an intro
I did find this book useful as it covers all the basics of setting up socket and directplay programming and also gives you an overview of Direct3D, DirectSound and DirectInput. Keep in mind that the treatment is superficial and also Barron is not a teacher but a programmer. This means that his way to explain things is just to walk you through some example code telling you what tis code does, but rarely explaining you why it is so and the possible alternatives. It is pretty much like having an experienced co-developer giving you a quick overview of his code to get you into a new project, but not like attending a class or a course. I have to say I might also show little enthusiasm because of the "natural repulsion" I get for any Windows code.
Am I the only one who wonders how a giant company like MS who certalinly has great developers working in it can produce such
downright UGLY design and APIs?
9 A Beginners Dream!
Wow, what can I say? This book is THE beginning network game programmer's dream come true. It starts you off easy with some simple sockets programs and then moves you into a complete working game (two games in fact!)

My favorite part about the book is that it teaches you everything you need to know to get started writing your own games. It even covers 3D, sound, and input. I know what you may be saying "I already have books on that stuff," but trust me, this guy makes the topics super easy to understand. In fact, I like this book for 3D, sound, and input better than all of my other DX books combined!

The writer also covers an introduction into MMORPG databases using SQL, server balancing, and much more.

5 Stars all the way!


10 Multiplayer Programming is just the Tip of the Iceberg
I found this book to be amazing. I purchased this book because I wanted to learn more about multiplayer programming, but I soon found out that Barron wanted to assure that his readers had enough knowledge to build a complete game. This book covers the basics behind Direct3d, DirectSound, DirectInput, DirectPlay, as well as windows programming. I got the Direct3D book that many people reccommend, but you have to understand windows programming going in, this book assumes no previous knowledge and teaches you EVERYTHING you need to get started.

Sample code is amazing! It all compiles, and even though it IS often duplicated, it is a very helpful approach to including code samples, because when he dulplicates code, he bolds changes in the code so you can sort of see the code being built as he walks you through it.

Intermediate C++ experience is reccomended. This is an API book, so you gotta know the basics before coming into it. Personally though, I like a book to explain things to me in detail. Even if I KNOW the material, review is always good, and I find myself nodding with familiarity when reading some of it. Barron's tone is very relaxed, and comical at times to help the read go quicker (it's pretty thick). In the end, you'll have created two online games, a peer-to-peer game, and a server-controlled game (for MMO games).

In Short: Easy read, and covers much more than Multiplayer Programming. All good stuff.


11 Lots of Writing / Little to Learn
To be honest, I expected this book to contain more coverage of Sockets, as well as DirectPlay...unfortunately, there is a lot of unnecessary info within the content of this book. As other reviewers have said, there is a significant amount of space dedicated to covering "generic game development", including Direct3D, sound, as well as C++...none of which should feature in this book.

Since another reviewer has already gone on to say what is *wrong* with the book, let me hit this with a different angle and suggest what I would think would've have made this book (at its size) outstanding:

1. More chapters on pure Sockets code. Peer to Peer. Client/Server. Additions on support for NAT/Firewalled clients would be nice (maybe an advanced chapter). Less on "chat" clients and more on game-related network communications (ie The Tic-Tac-Toe example should have been a complete, working application w/source on the CD, instead of "alluded to" in the book.)

2. More information on TCP vs. UDP, why online games mostly use the latter. Code that examines these issues.

3. More problem solving with multiplayer issues. Code that deals with latency. Code that dynamically handles server dropping (ie assigning one of the clients to be the new server).

Mostly, I was looking for a lot more source code looking at complete, yet simple games using networking in multiple formats (real-time, turn-based, etc). Instead, I felt a rush from pratically no knowledge (basics of send/recv) to almost instantly dealing with MMORPG architecture (!!!) A little unbalanced, at best.


12 Very good overall book
This book contains a whole lot of useful information about game programming in general, not just network programming. The first several pages (right around 70 in fact) talk about the history of online gaming. This I found very interesting, unlike most books that write a history lesson @ the beginning of the book. The next section of the book dives right into WinSock programming. This section is very well explained and easy to understand. Towards the end of the section you end up writting a socket-object class that encapsulates much of the WinSock functionality for you. This section is over 140 pages in length! Up next is the chapter that, just like all other Prima Tech books, is devoted to the history and beginnings and "what-is" of DirectX. But, this section doesn't take up much space. After this we go to DirectPlay programming. This book runs the tables on DirectPlay programming...very informative. The DirectPlay section of this book is somewhere around 92 pages long, from start to finish. Chapters 11 and 12 are perhaps the best chapters in any book I have read yet on beginning Direct3D8 programming. And just think, this was only suppose to be a multiplayer game programming book! He uses one chapter to cover DirectInput and DirectAudio, which is good because every Game programming book I have read wears those subjects out. But he still covers them pretty good. Chapter 14 is writting a complete Direct3D, Network-enabled game called "Space Pirates". The game is nothing to write home about but it is a complete game that allows two people to play from two different computers, and start shooting at eachother using two giant mech robots. Another 3 chapters following this is devoted to creating online worlds like in MMORPGs, and the last 2 of the 3 chapters is devoted to writting a game server, called "RPGQuest". All-in-all this is a very, very good book. I highly recommend this book to all who would want to start venturing into multiplayer game programming, but also to those who want a good overall game programming book to help them get on their feet with Direct3D8 (DirectXGraphics). 5 stars!!
13 Good knowledge...however
The author wrote as if he was paid by the word. I found all the "cutesy" phrases annoying by the time I got to "the meat" of the book. Good info, though, if you can stomach the author's writing style.
14 Complete yet clear, but you may experience problems compilin
I wouldn't recommend that book if you're just starting with c++,
because you will need to have a minimum of knowledge to modify the examples given if, erm, "when" you won't manage to compile them.
I would advice you to get Visual C++ to reduce the troubles, otherwise with other compilers, you may have to change some lines like i have for every example.

If you never programmed multi-player oriented, that book is for you, it is clearly explained, yet not simplistic either.

Definitively a good book.


15 Special Read
This book is very special in that it actually shows you how to write a complete game! It even includes two working games with complete source code! This is a real first for me, every book I have bought in the past on game programming never actually included a working game!

The multiplayer concepts are made easy to follow and I had zero problems with any of it.

This is a very special read, buy it!


16 At last I can learn LAN programming in a cool way!
That's the book I've been searching for a while. Worth every cent spended!
17 Splendid coverage of multiplayer gaming
I went to the author's site and pulled the following table of contents from the book.

Chapter 1 - The History of Online Gaming
Chapter 2 - The Technology of Online Gaming
Chapter 3 - Introduction to Network Communications
Chapter 4 - Sockets Programming
Chapter 5 - Sockets Programming with C++
Chapter 6 - Introduction to Windows Programming
Chapter 7 - Practical Windows Programming
Chapter 8 - Introduction To Direct Play
Chapter 9 - Writing a Peer-to-Peer Application With DPlay

Chapter 10 - Writing a Client-Server Application With DPlay
Chapter 11 - Introduction To DirectX Graphics
Chapter 12 - Adding Direct 3D To Your Games
Chapter 13 - Inside Direct Input & Direct Audio
Chapter 14 - Space Pirates, Your First Complete Game
Chapter 15 - MMORPG Design & Implementation
Chapter 16 - Writing The RPGQuest Game Server
Chapter 17 - Writing The RPGQuest Game Client

I must say it is the most complete game development book I have ever read. The multiplayer development information starts off at the lowest level of connecting to another computer using sockets and works you all the way up to connecting games together over the internet to play with your friends.

With this book, I have updated my projects from school to include network support and 3d graphics. It has been invaluable to my development efforts.

If you don't have this book, or are looking for a source to get started with DX 8, you need to buy this one.


18 Extremely Helpful, Had game up and running in minutes!
I found this book to be extremely helpful. I am not a seasoned game developer (why would I buy books on game development if I was?) and found the book to be very easy to follow and utilize. I actually had multiplayer code up and running with my friends over the internet in a matter of minutes! It was great, I had the included source code compiled and running across the net with no problems. This is exactly what I bought the book for, to learn how to establish and communicate across the internet in my games.

I also liked the parts about Direct Sound, Direct 3D, and Direct Input. The sections on those topics were medium-lengthed but to the point and provided lots of useful information. I really like how the author shows you each step to initializing the various Direct X modules with minimal overhead. Unlike other books that give complicated examples or even worse, incomplete examples, this book does not falter. Every example easy to follow and gets the job done.

I highly recommend this to any hobbyist or aspiring game developer.


19 OK, if you don't know how to initialize DirectPlay
When I read this book, I had no experience in DirectX at all. This book was very helpfull for things as how to set up DirectPlay and some other modules in DX.

The drawback of this book, was discovered later on(when I had a bit more experience with game-programming) looked at the SpacePirates and RPGQuest to get some ideas about how to set up and control DirectPlay.
First of all, he uses the server in RPGQuest to do a form of collision-detection :).

Second, the server is polling for packets without delay, which results in 98-99% CPU utilization.

Third, he talks a lot about that no matter what framerate, all players should be able to move around in the scene(s) at equally speeds. He allso give examples on how this should be done. The only problem, is that it doesn't work :).

The plus side of this book, was that he gave us 2 games with full source code, that compiled without errors.

Personally I think if you are a beginner at game-programming, this is not a bad buy. But, don't take all things in the book to seriously. Sometimes it's smart to make your own conclusions.


20 Makes a better doorstop than info source!
Talk about false advertising. The title of this book should be "game programming for idiots." I bought this book hoping to find some insight into multi-player game design with an emphasis on massively multi-player applications, and what I got was a phonebook sized stack of paper that does an excellent job of explaining the issues involved without actually giving any solutions! Let me sum up the knowledge contained within...

When implementing a multiplayer game you can use a client-server or peer to peer architecture. Peer to peer results in more connections. And you might look into using sockets or DirectPlay, but you'll need to buy a different book to really understand what is going on...oh and with mmporpg applications you'll have to worry about zones and server boundaries, but how to solve those problems is left as a exercise for the reader!


21 Solid book for learning Windows 3D
If you want to understand how to program DirectX and write Windows based 3D games on a network, this is it! The book covers all the necessary concepts and ideaology needed to make a good solid foundation. If you are looking to copy the programs and say you are a game programmer, you better look somewhere else. Some of the past reviews complain about DirectX documentation. I say, Baaaahhhh!! It is in the SDK if you take the time to actually read it. This book will supplement that stuff and extend it with the only thing the SDK does not have. Documented examples.....Buy it and you'll learn it.
22 Good Source of DirectX Information
This is the best book I have purchased that covers DirectX 8.0. Every other book I have bought only rehashes the DXSDK. This book actually has its own original examples and even includes two completely working games!

I also like the simplicity of the in-book examples. Take for example the chapter on DirectSound. Instead of bombarding you with complicated examples, they are broken into simple ones such as: loading a sound, playing a sound, playing multiple sounds, etc. The best part is that at the end of the book, the author brings all of the simple examples together and forms complete games out of them. I really like this approach.

Three thumbs up!


23 Best Book On This Topic
I've been writing games for a long time now as a hobby. During this time I have read several books on TCP/IP, networking, etc. and none of them came close to making multiplayer game programming as understandable as this book.

Everything I needed to know to get started was included. Topics such as packet queuing, multithreading, and synchronization had eluded me before. Luckily I bought this book and now understand how to implement them.

If you program in Windows, use DirectX, and want to learn how to make your games communicate over the Internet or LAN, I highly recommend this book.


24 Great read
I am a beginner programmer and really enjoy this books approach. It takes you through every step necessary to make games communicate over the Internet or a LAN.

I also liked the sections on 3D programming. They werent too long and gave me a good understanding of the material. I don't know why some reviewers say it should be called Windows programming. It does contain information on items other than network programming, but there are 12 chapters devoted to networking and only 5 to other information.

I highly recommend this book to anyone who wants to get started with multiplayer game development.


25 One of the worst books I bought in the past few years...
In my opinion, this book is a complete waste - of money, time, and woods chopped for paper used for printing.
I was about to start implementation of my first multiplayer engine and was looking for a decent source to start from (I am an expert in general game/engine programming). Searching amazon.com I found "exactly" what I was looking for - "MultiPlayer Game Programming". All excited, I plunged into reading about ... the styles of Windows dialogs, the importance of WinMain function, the C-wrapper of Windows Socket.Send functionality, and a C++ implementation of the same wrapper in a SEPARATE chapter!!!
I would not comment on the language the book is written - "confetti falling, and Bill Gates and Steve Jobs starting to dance..." If the book were good it would have passed just fine, but in this case it just makes me furious.
All in all, I highly recommend NOT to buy this "masterpiece". I wish I could get my money back. I also wish I could rate it with "-1" stars...
26 Should be titled Windows Game Programming
I am not saying the book is all bad, but it sure doesn't follow its title. What I don't understand is why the author fails to mention DirectX in the title, although there is a three-hundred-page-long chapter on that.

On the other hand, the author seemed to believe that the word multiplayer will describe the book's contents well. I don't think that's very fair, because you won't find any solutions to real problems on multiplayer game development. When you are looking for such stuff in this book, you will find importnant chapters like Network Synchronization, covered on one complete page!

All in all you might like the book if you want to learn some DirectX programming, but if you would like to learn language independent multiplayer game programming, there is not much this book can do for you.


27 Detailed DirectPlay Information
I have read many books looking for information on DirectPlay and they all have fallen short, until this one.

This book covers everything I was looking for about DirectPlay. It teaches you peer-to-peer and client-server development. I very much liked the included game code.

Another good thing is the exclusion of Windows pop-ups when using DPlay. All of the DirectX SDK examples have annoying pop-ups that are not desired in full-screen applications. This book shows you how to avoid those pop-ups.

Now that I have read this book, I finally understand why Direct Play is being used more and more. It is so easy to use now with version 8.


28 Easy to follow
I have many programming books and all of them assume you know all about the subject matter. This book is the first one I have read that assumes very little on the readers part. It walks you through each step thoroughly.

I like the fact that most of the code is covered in multiple areas. Since I tend to jump around a lot when reading a book, it helps me from missing something.

I have seen some other people complain about lack of sophisticated content and do not agree with them. I found information on synchronization, packet-loss, UDP, and other topics. Some of the super difficult stuff is not covered, but what do you expect, it is not for someone who already knows about multiplayer development.

I really like the fact that the author gives you two working game examples to follow. I have already modified the SpacePirates code with many additions.

I recommend this book to anyone who needs help getting started with DirectPlay.


29 not for develop a "real" multiplayer game
I buyed this book thinking I will learn about developing multiplayer games.

I was already trying to code some examples using the DirectX documentation as a reference and reading some articles from the Gamasutra's web site and others popular game development sites.

I think of books are way to save time (and money) by not reading tons of specifications and trying to code every idea without knowing if it will work or not.

I'm desappointed with this book, because the only thing it does is talking about Windows programming and DirectX. Multiplayer games are mentioned somewhere in the book, but I don't remember where.

I recommend this book to anyone that does not know how to program a game, and want to get something done with the DirectX API. Also it is a good introduction to DirectPlay since the documentation of the DirectX sdk is practically inexistent.

However, in general it does not explain nothing in deep: Sockets programming is a shame, do not try to learn about sockets with this book.
Network programming concept appears as late as in chapter 4 or 5. He tries to write a chat program in about 4 chapters, but I don't see the "multiplayer game" concept as late as in chapter 9.
The game synchronization techniques, scalability and bandwith saving techniques I was spected to see in the book are not covered. I spected to see some implementation on dead reckoning, time prediction, quadtrees for scalability, etc, something that helps me to get started faster but he don't talk about nothing of that. He stop as soon as he make a game works (ie "communicate" with other players).
Also he dedicated a whole chapter about sound programming and DirectInput which are useless at all. A chapter about Direct3D is dedicated...about to how to setup D3D and how to use it, not how 3D techniques can help to reduce bandwidth by not receiving messages from players that you don't see because there is a wall in front of you in the game :(

Instead of calling this book "Multiplayer Game Programming" I think I must be called "Introduction to Game Programming using DirectX".

My conclusion is that if you want to make a "real" multiplayer game, this book is not for you. :(


30 Not what I expected
The title of this book mislead me. I was sort of expecting a book focused on the multiplayer aspect of gaming, but a lot of it was focused on windows programming and concepts about game programming in general. So I was a little disappointed because I already knew much of the theory covered in the book, when I really just wanted to learn about network synchronization and stuff like that.

The mixture of levels of experience expected for this book is a little odd - I mean, most people have made a couple of games before they jump into multiplayer programming. However, if you're looking for a book to help you make your first a)windows program that uses b)DirectPlay or Winsock to have c) multiplayer functionality and don't know how to d) make a basic game engine, then this book is the book for you. o_O


31 Very helpful to a game programming newbie
This book was the answer to my prayers.

Although I have a fair bit of programming experience, I'm new to C++ and even newer to client/server programming. I've been digging through page after page after page of code from open-source games and other assorted game projects, and mostly getting swamped. This book and the CD with it saved my sanity.

After an overview of the field, it starts out with the simplest communication examples, and then builds from there. By the time you get to where you're putting the code to practical use, you thoroughly understand what it is, what it's doing, and why.

Todd Barron's friendly, programmer-to-programmer style made it much more enjoyable than the dry-as-dust books that you have to soak in water for an hour before reading. I emailed the author with a few questions, and had an answer the next morning. The answer I needed, I should add.

If you want to not just learn but understand the essentials of writing a multiplayer game, this is the book to start with.


32 Nicely done!
Congratulations to the authors, this is a fine book. You can tell a lot of time and effort went into writing it. I am happy to see two of the more interesting members of the game developer community sharing their secrets in such an useful, readable format. Way to go, Todd and Andre'!
33 Better than a Lamothe book as far as content goes
OK well I know many people who are really serious about game programming get turned off by the Lamothe books because they basically go over the same old 2d information over and over again, and never actually seem up to date. This book is up to date, and has good information. It uses DirectX 8.0, and actually goes into 3d programming which is nice. I personally do not care for the DirectPlay information, I like Sockets, but either way they are both there. I will go through the pro's and cons.

Pros:
Easy to read and understand
Has quite a bit of good information and history
Definately good as a reference book
Covers DPlay and Sockets
Covers D3D, which i believe is nice to have even though it doesnt pertain to the multiplayer end.
Great service, I emailed the author and he emailed back. Can be quite a useful thing

Cons:
The code is poorly documented in many spots. While it is explained afterward, it would be nice to have a lot more comments. (which is something that Lamothe does quite nicely in his books)
Not very much ACTUAL GAME SERVER type code.. I've practically read over the book already, and while I have a general idea of how I will get this going, I feel more like i'm adapting chat programs to make my game.
Not enough on sockets... The sockets information was just too vague to me.
The DirectPlay information seemed mostly like pasted information out of the SDK Documentation. Honestly, the reason I bought the book was because I didn't get what was in the documentation very well.
And lastly i'd like to see more information on actually obtaining and setting up your server for a MMORPG. Things like security, what type of connection to get and how to get it etc.

Well, the cons seem bigger than the pros, but its really not like that. Just be warned that there are only about 200 or 400 pages out of this 800 page book that really focus on the issue of writing your server. Really, i'd like to see a sequel that really delved into the advanced issues, and really layed out things like sockets.

OK well finally, i'm glad I bought this book. I enjoyed it, and still am. It's a good book definately, and the perks of it are nice. I just feel like I want more, and there is nowhere to get it as of now. Based on this book, I would buy a sequel if it was put out. If I had it to do again, i'd buy this book again. Enough said, if you want to program games, buy this book. It's one you need on your shelf, as well as "Tricks Of The Windows Programming Gurus", and your most MOST important resource, the DirectX SDK. Because most of these books out today are just people who read and interpret the samples from it, and just print em out in a book. I learned most of the stuff from the SDK.


34 Very Good Support
Initially, I had a problem getting one of the examples to compile on my machine. I emailed the author and he helped me figure out what the problem was very quickly. As it turned out, I had a compile setting set wrong. I wish other books had support like this!
The information is the book is great as well. Within a couple of hours I had modified (made the arena bigger) the Space Pirates game and was playing with my friends over the Internet! Very easy to understand.
35 The First to Fully Cover DirectX with Direct Play
How many books have you bought for DirectX that "forget" to include Direct Play? I have bought many and every single one either A) Doesnt include Direct Play information or B) Includes very little about it (mainly repeating what is in the SDK documentation.)

This book is the first one I have ever read that covers tons of information about Direct Play and making games for the Internet. It's all there: Peer-to-peer, client/server, custom packets, packet queues, synchronization, etc. Even 3D is made amazingly simple to understand.

Before reading this book I didnt much like Direct Play. But after seeing how DirectX 8 uses a completely rewritten DPlay system, I am now an advocate of it. DPlay is amazing! It has almost everything you could ask for in a communication API and much more. On that note, I never would have realized how cool DPlay is if I hadnt read this book. The SDK documentation does not come even close to explaining it like this book does.

Now that I understand the core of Dplay, I am hoping that Advanced Multiplayer Game Programming will be released. One reason I cant wait is that the author answered my email questions very promptly. Other authors could learn from this guy what customer service should be like for all tech books.


36 Lots of good information!
After several attempts to learn game programming over the Internet, I have finally figured it out. I owe it all to this book.

Sure, I have read many articles posted on the Internet about this topic but none of them seemed very complete. This book starts you with entry level information and then takes you through the entire process. Nothing is left out, its great.

Take for example the sockets code. Instead of starting you out with a complete chat program, he shows you how to connect/send data/receive/etc. in simple little programs. Then, you are shown how to bring it all together. The same holds true for the Direct3D information. Everything starts out simple and then gets more complex.

Another item I see overlooked quite often by other authors/readers is the inclusion of an actual working game. This book includes two games that are fully working! I have read way too many game dev books that never deliver with a working game, this book does not suffer from this ailment.

Now, there is some information not covered, some of the super advanced items are not here. But heck, I wanted to know how to get started with Internet gaming, not how to tweak my existing engine. I hope the author comes out with another book, I can't wait.


37 Very Well Written
This is a good book. I don't agree with the complaints from some of the other reviewers. I found the book to be VERY easy to follow. For once I didn't get lost in huge code examples. Everything was written to the point without a lot of waste.

Great book if you are interested in writing a game with Direct Play and DirectX 8. The sockets sections were good, but I prefer DPlay and this book covers it well.

Two thumbs up!


38 Excellent
I write games as a hobby and have always been stumped by the networking aspects of development. This book makes it clear without assuming anything. I even learned a good deal about 3D from the section on 3D programming.

One of the things I like is how the author shows you the code for a program and then walks you through each piece line by line.

C++ is used but it is kept fairly simple to keep things understandable. One pitfall I find in other books is that they teach you some custom C++ class objects that the author uses. That type of code is not for me. This book does it properly by showing you the basics and building upon them until you get to the final chapters and write a game.

Highly recommended!


39 What a load of mum-bo-jumbo
Ok this is one of the worst investments I have made in my entire life! I thought 30% off - great, but this books is ridiculously had to follow - I'm doing a degree in computing and still I was stumped. I woul say don't waste your hard earned cash - you'd be better off throwing it down a drain! I feel that the DirectX parts were lacking important details and the multiplayer development chapters were also full of holes. My advice is save your money till a better title comes on the market!
40 Only for the networking newbie
Doesn't go in-depth enough for someone who already knows winsock. Doesn't even cover UDP and it's role in games. This is more of an intro book to game programming with multiplayer concepts. It briefly covers writing a socket class using TCP and then jumps into DirectPlay. No mention of how to handle error conditions like packet loss, client drops, etc.
41 Waste of pages?
I bought this book because it says that it will show you how to make a simple MMORPG. I starting reading on the server and client part of it and don't see anything that helps you make a MMORPG. Of course the source code has it all, but what good is that when you don't even understand what it means. On top of all this most of the book is not even related with what the title says. Lots of the pages were wasted by non-relating subjects. I do think its a good book and I'm glad I still bought it. I recommend this book.
42 Perfect for learning multiplayer game programming!
I have been working on my own game projects for a couple of years now and was always confused when it came to implementing network communication within my games. I tried to understand the DirectX SDK documentation but the examples are too confusing. After little more than a couple of hours with this book, everything started to make sense! I love the fact that the writer walks you through each piece of code, step-by-step, without assuming anything.

It is true, some of the code is duplicated throughout the book, but I would have been confused otherwise. I would rather have too much code than too little. The sections on Direct3D, DirectInput, and DirectSound are some of my favorites from any book as well. I have read other books dedicated to these subjects but none of them made the subject matter as clear as this book does. Sure, the book is about network communication, but graphics and sound are part of gaming too.

Did I mention the book includes a couple of working games as well? Its amazing how many gaming books fail to include working games; thankfully, this book does not let you down. I recommend this book for anyone who wants to learn how to incorporate multiplayer support into their games or projects.


43 Big let down but maybe I set myself up for it.
I bought the book online without seeing it first so its likely was my own fault. If I had a chance to browse it I would never have bought it. It wasn't the wasted coin that bothered me it was the let down when it contained almost no useful information. Going by the title, I would expect 50% of the book to be about Multiplayer Game Programming and it wasn't. What was wrong. Basiclly it is a Dummies book that holds your hand through the whole thing. Skims over all the real problems in multiplayer gaming.

1) A history of Multiplayer games is important but it should be shorter and I don't need reminiscing.

2) Its fine to have DirectPlay but skip the whole sockets thing if your not going to explain the important/relevant parts such as UDP.

3) The book has major fill. Redundant code listings fill a lot of the book. Having C and then C++ versions of the same code was a huge filler. If you want to provide that then put it on the CD.

4) I don't need a course on 3D graphics thanks. Thats another book.

5) Skip the C++ course also. The author is likely new to C++. A statement that C++ has shorter compile times is off the wall.

6) Visual C++ course could be left out.

7) Having DirectInput only and since most of the book talks DirectPlay maybe "for Windows" should be in the title?


44 Great book! Very informative
I recently purchased this book, and its been very helpful with several issues I've been struggling with. Network code has always been a hassle for me, and I've been reluctant to delve into 3D programming just because I feared the mathematics of it. This book has helped me in both respects by not only providing readable and compilable sample code, but by giving me a bigger picture of what my app needs to be doing from a architectural standpoint. Its very readable as well, so I expect to glean much more information from it as time goes on. I definately recommend this book for any game developer!
45 Excellent Book
I really liked this book. Todd gives excellent examples and leads you through them step by step. The code examples are easy to follow and for once every example complies likes it's supposed too. The tech support for this book is also excellent something else you rarely find.
46 Its everything I was hoping for and more!
The book starts off with a long history of game programming, but since the book is huge, that portion is small compared to the rest. I went directly to chapter 8 and read up on DirectPlay and its great. I couldnt figure out DirectPlay from the DirectX SDK, but this book explained it extremely well. I have also skimmed over the other chapters, and it has large sections on writting multiplayer code for linux too, so you can make a game server run on linux.

Its a good book, I recommend it for anyone interested in multiplayer programming. And it goes through the building of a complete multiplayer game.


47 Its everything I was hoping and more!
The book starts off with a long history of game programming, but since the book is huge, that portion is small compared to the rest. I went directly to chapter 8 and read up on DirectPlay and its great. I couldnt figure out DirectPlay from the DirectX SDK, but this book explained it extremely well. I have also skimmed over the other chapters, and it has large sections on writting multiplayer code for linux too, so you can make a game server run on linux.

Its a good book, I recommend it for anyone interested in multiplayer programming. And it goes through the building of a complete multiplayer game.


48 This book is good
It's a little hard at first but you'll get the hang of it.
49 Finally, A complete book on network game programming!
I had been waiting a long time for a book to come out that covers game networking and this book is well worth the wait! Everything I was looking for to get started with incorporating network code into my game is included.

I like it that the programs start out easy and add complexity as you progress through the book. Finally, there are Direct Play examples that don't use Windows interfaces! The coverage of the major DirectX 8 components alone makes the book worth it. One of my favorite aspects of the book is the inclusion of complete games. I can't count how many books I have read that talk all about game programming but don't actually include any complete game code examples.

I strongly recommend you add this one to your game development collection.



Sunday, 06-Jul-2008 18:03:13 CDT
Quote of the Day:


No people are all bad, just as none are all good.

Tecumseh, (Shawnee) to his nephew Spemica Lawba 1790

I have a box of telephone rings under my bed. Whenever I get lonely, I
open it up a little bit, and I get a phone call. One day I dropped the
box all over the floor. The phone wouldn't stop ringing. I had to get
it disconnected. So I got a new phone. I didn't have much money, so I
had to get an irregular. It doesn't have a five. I ran into a friend
of mine on the street the other day. He said why don't you give me a
call. I told him I can't call everybody I want to anymore, my phone
doesn't have a five. He asked how long had it been that way. I said I
didn't know -- my calendar doesn't have any sevens.
-- Steven Wright