Bryan Outis C# Network Programming
Produktbeskrivelse
Multiplayer games don't just run-they perform illusions. Every shot fired, every hit registered, every smooth movement across a chaotic network is a carefully engineered trick. Behind every "real-time" moment lies latency, prediction, reconciliation, and thousands of silent decisions made in milliseconds. This book takes you behind that curtain. C# Network Programming: Unity Netcode for GameObjects is your hands-on guide to architecting fast, fair, modern multiplayer systems using Unity's NGO stack. Instead of abstract theory, you'll build a competitive shooter from the inside out-complete with server authority, lag compensation, client-side prediction, state replication, matchmaking, and dedicated servers. Every chapter walks you through real engineering workflows, showing not just the "how," but the why behind each networking decision. The result: a book that feels technical, cinematic, and actionable-giving you the clarity and confidence to build multiplayer features that actually work in production. Key Features Build a complete multiplayer shooter using Unity's Netcode for GameObjects Implement authoritative movement, prediction, interpolation, and reconciliation Master hit detection, lag compensation, snapshot buffers, and rewinding Design real-time combat systems that remain fair even under heavy network strain Configure Unity Relay, Lobby, Matchmaking, and Dedicated Servers Architect secure, cheat-resistant systems with input validation and server control Optimize bandwidth, profiling, serialization, and packet-level performance Why This Book Stands Out Instead of giving you scattered tutorials, this book gives you a unified engineering mindset-one that mirrors how professional multiplayer systems are designed. Every concept builds toward a real, playable project, so you learn by constructing a fully networked game that withstands latency, jitter, player load, and real-world internet behavior. The explanations are clear, modern, and grounded in practical C# patterns, making even advanced networking topics feel approachable and immediately usable. Who This Book Is For This book is for Unity developers who want to break into multiplayer engineering without guesswork-whether you're building your first networked prototype, scaling a serious PvP shooter, or transitioning from single-player systems to real-time distributed simulation. It welcomes programmers who want both clarity and depth, and who aspire to build games that feel polished, responsive, and production-ready. What You'll Gain A complete understanding of how real multiplayer games actually run The ability to design authoritative, secure, cheat-resistant systems Confidence to build prediction and reconciliation pipelines that feel smooth The skills to handle lag, packet loss, rewinding, and complex combat logic A professional workflow for spawning, pooling, syncing, and managing entities Mastery of Unity Relay, Lobby, matchmaking, and dedicated server setups Real C# patterns you can reuse across any multiplayer project...
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