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MUD Game Programming (Premier Press Game Development)
MUD Game Programming (Premier Press Game Development)
ISBN: 1592000908
EAN: 2147483647
Year: 2003
Pages: 147
Authors:
Ron Penton
BUY ON AMAZON
Main page
Table of contents
Dedication
Acknowledgments
About the Author
Letter from the Series Editor
Introduction
History
MUD Design
Expectations
Book Layout
Let s Get Ready to Rumble
Part ONE: The Basics
Chapter 1. Introduction to Network Programming
Why Learn the Basics?
History of Communication Networks in a Nutshell
IP Philosophy and Layered Hierarchy
Common Transport Protocols
Information on Networking Protocols
Summary
Chapter 2. WinsockBerkeley Sockets Programming
Byte Ordering
What Is a Socket?
Sockets API
Domain Name System
Demo 2.1 Hello Internet Server
Demo 2.2 Hello Internet Client
Using select() to Avoid Multithreading
Demo 2.3 Hello Internet Server v2
Demo 2.4 Hello Internet Client v2
Summary
Chapter 3. Introduction to Multithreading
What Is Multithreading?
ThreadLib
Demo 3.1Basic Threading
Demo 3.2Yielding
ThreadLib Mutexes
Demo 3.3Mutexes
Summary
Chapter 4. The Basic Library
Big Numbers
What Time Is It?
Strings
Logging
Summary
Chapter 5. The Socket Library
Sockets API Wrapper Classes and Functions
Connections, Managers, and Policies, Oh My
Summary
Chapter 6. Telnet Protocol and a Simple Chat Server
Telnet
ConnectionHandler Class
Creating a Telnet Protocol Class
Demo 6.2SimpleChat
Summary
Part TWO: Creating a SimpleMUD
Chapter 7. Designing the SimpleMUD
Choosing Game Characteristics
Setting
Players
Items
Here There Be Dragons
It s a Small World, After All
Come and See What s in Store
Mortal Combat
I Command Thee
Summary
Chapter 8. Items and Players
Groundwork
Logs
Attributes
Items
Populating Your Realm with Players
Handler Design
Demo 8.1The SimpleMUD Baseline: The Core, Players, and Items
Summary
Chapter 9. Maps, Stores, and Training Rooms
Adding New Features to the Baseline
Ch-Ch-Ch-Changes
Running the Improved SimpleMUD
Summary
Chapter 10. Enemies, Combat, and the Game Loop
Enemies and Enemy Templates
Databases
Game Loop
Game Additions
Running the Final Version
Summary
Part THREE: Creating a BetterMUD
Chapter 11. The BetterMUD
Idea Behind the BetterMUD
Logic Modules
Overall Physical Design
Summary
Chapter 12. Entities, Accessors, and Databases
Basic Entity Concepts
Databases
Summary
Chapter 13. Entities and Databases Continued
Databanks
Entities
Databases
Accessors
Summary
Chapter 14. Scripts, Actions, Logic, and Commands
Scripts
Actions
Logic
Commands
Summary
Chapter 15. Game Logic
Game Module
Overall Module Design
The Meat of the Game
Main Function
Summary
Chapter 16. The Networking System
Files
A Better Design
A Better Telnet
Handler Design
Summary
Chapter 17. Python
Python Language
Integrating Python and C
BetterMUD s Python Library
Exposing C to Python
Exposing the BetterMUD to Python
Summary
Chapter 18. Making the Game
Login Script
Python Script Base Class
Command Scripts
Logic Scripts
Summary
Chapter 19. Conclusion
Picking Features
The Future
Resources
Concluding the Conclusion
Chapter 20. What s on the CD?
Libraries
The MUDs
The Goodies
Appendixes
Let s Get Ready to Rumble
MUD Game Programming (Premier Press Game Development)
ISBN: 1592000908
EAN: 2147483647
Year: 2003
Pages: 147
Authors:
Ron Penton
BUY ON AMAZON
Beginners Guide to DarkBASIC Game Programming (Premier Press Game Development)
Introduction to Computer Programming
Basic Commands, Variables, and Data Types
Looping Commands
Basic Graphics Commands
Fundamentals of 3D Graphics Programming
MySQL Stored Procedure Programming
Calling Stored Programs from Stored Programs
Named Conditions
Using Stored Programs in ASP.NET
Conclusion
Tuning Anti-Joins Using Subqueries
Cisco IP Communications Express: CallManager Express with Cisco Unity Express
Cisco CME Call Processing Features
Trunk Signaling Systems
Basic Calls Between Cisco CallManager and Cisco CME
Troubleshooting the Initialization Wizard
The main.aef Script
Cultural Imperative: Global Trends in the 21st Century
Culture and Religion
Cultural Spectacles
The China Phenomenon
Appendix A Cultural Categorization Characteristics
Appendix B Leadership Test
Programming .Net Windows Applications
Mouse Interaction
The Drawing Namespace
Containers
PictureBox
Data Reader
Understanding Digital Signal Processing (2nd Edition)
TIME-INVARIANT SYSTEMS
REFERENCES
HINTS ON USING FFTS IN PRACTICE
Chapter Eight. Quadrature Signals
ZERO-PHASE FILTERING
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