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Multiplayer network game programming...
~
Zhang, Li.
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Multiplayer network game programming in MFC: A case study of Video Poker.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Multiplayer network game programming in MFC: A case study of Video Poker./
作者:
Zhang, Li.
面頁冊數:
109 p.
附註:
Source: Masters Abstracts International, Volume: 42-06, page: 2252.
Contained By:
Masters Abstracts International42-06.
標題:
Computer Science. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=MQ91154
ISBN:
0612911543
Multiplayer network game programming in MFC: A case study of Video Poker.
Zhang, Li.
Multiplayer network game programming in MFC: A case study of Video Poker.
- 109 p.
Source: Masters Abstracts International, Volume: 42-06, page: 2252.
Thesis (M.Comp.Sc.)--Concordia University (Canada), 2004.
On-line multi-player games have become popular in recent years. In this report, we review the techniques developed for improving networking game. We overview the feature of the multip-player game for real-time reactive system in Internet environment. The VPNG (Video Poker Networking Game) system is mainly responsible for multiple players playing game online. This report describers the design and implementation of VPNG system. C++ has been chosen as the implementation platform because is can achieve capability. A Client/Server model is used for this system. The key algorithms used are presented in details as well as the interactions among the underlying objects.
ISBN: 0612911543Subjects--Topical Terms:
626642
Computer Science.
Multiplayer network game programming in MFC: A case study of Video Poker.
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On-line multi-player games have become popular in recent years. In this report, we review the techniques developed for improving networking game. We overview the feature of the multip-player game for real-time reactive system in Internet environment. The VPNG (Video Poker Networking Game) system is mainly responsible for multiple players playing game online. This report describers the design and implementation of VPNG system. C++ has been chosen as the implementation platform because is can achieve capability. A Client/Server model is used for this system. The key algorithms used are presented in details as well as the interactions among the underlying objects.
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