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ActionScript for Multiplayer Games and Virtual Worlds ReviewI was very excited about this book when I read about it here on Amazon and read others reviews, but was very sadly disappointed by the content of this book when it finally arrived. First, it's very small - much smaller than any other book worth reading on Actionscript. Second, it boils down to little more than a promotional piece for ElectroServer - the commercial game server written by the company started by the author. It lacks any clear examples, and frankly has more 'this topic is too complex to be covered in this book' statements than any other book I've ever read... ever. The examples given are disjointed - I've not seen a single actual class in the whole book - just insignificant bits and pieces of code that don't go together. Lots of examples show just a tiny fraction of the whole class and leave you either having to dig through a download of content that should have been included with the book for the amount of money they charged for this fireplace starter, or imagine it for yourself. Very poorly written, very poorly done and very disappointing to someone hoping to learn more about developing better multiplayer content - but even for a seasoned professional this book is a hard read. Spare your nickel and give it to any other author who writes books to help others learn through working examples instead of shameless self promotion of commercial products through manuscript. I find the whole thing to be very distasteful to be honest about it and will not buy another book from this author ever again.ActionScript for Multiplayer Games and Virtual Worlds OverviewThe demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area. While developing multiplayer content is challenging, it isn't as difficult as you might think, and it is fun and highly rewarding!ActionScript for Multiplayer Games and Virtual Worlds explains fundamental multiplayer concepts from connecting to a server to real-time latency hiding techniques. In this book you'll learn:How to connect users to achieve real-time interaction
When to make decisions on the server versus the game client
Time synchronization techniques
How to use dead reckoning smoothing to hide network latency
About tile-based games the isometric view
Techniques for customizing and rendering avatars in a virtual world
In addition, you'll learn everything that goes into building:
A real-time multiplayer tank battle game
A real-time multilayer cooperative game
A virtual world
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