Rally Game for the Web (Keep Up The Good Work: Book + Code)
Rally Game for the Web
Develop your multiplayer game with Unreal Engine 4 and node.js
About the Book
This book is a practical approach to multiplayer game development using JavaScript (node.js) and Unreal Engine 4 game development suite. You'll get to know how to setup a professional virtualized development environment, write a multiplayer online game from scratch and run it in a cloud. You'll be introduced to building a clustered server solution with Node.js and given practical guidance on how to bring outstanding game experience to every part of user interface.
This is the second book about the multiplayer game development series, but this time things are done a bit differently. You'll get to know about Unreal Engine 4, multiprocess Node.js, websockets and document databases (MongoDB+Mongoose). Again, you'll be implementing both server and client step-by-step.
Update 07/2017: Also includes Docker, Docker Compose and Docker Swarm!
Packages
Keep Up The Good Work: Book + Code
A Goodwill Package to support the authors to push their limits and release the book (on time). Includes The Book and the source codes that will be released later.
PDF
EPUB
WEB
English
The Book + Code
This package includes The Book and the source codes.
PDF
EPUB
WEB
English
Table of Contents
- Foreword
-
The Big Picture
- Gameplay Experience in Noderally
- Server application
- Multiplayer feature
-
Game Art
- Cars
- Tracks
- Designing and Programming
- Version Management
- Conclusion
-
Server Prototype
- Preparations
-
Putting up the basics
- libwebsockets
- Message protocol
- Hack #1: Going multiprocess with cluster module
- Hack #2: microtasker
- Hack #3: microtasker in action
-
Adding the HTTP Server
- Benchmarking
- A few words for the future
-
Deployment to OpenShift
- npm
-
Preparing Environment for Client Prototype
-
Client Development Tool - Unreal Engine 4
- How to install UE4
- Linux support
- Building for Linux
- Fix Potential Issues When Running On Linux
- New Project to Version Control
- Create a Gameplay Level
-
Configure Your Development Environment in Unreal Editor
- Git Source Code Management
- Setting Up Coding IDE
- Blending it In - Preparing a Car Model
- Conclusion
-
Client Development Tool - Unreal Engine 4
-
Our Client Needs Some Wheels
-
Creating Car Pawn in Unreal Engine
- Why do we need a Pawn?
- Creating a Car Pawn
-
Add Car Model to Pawn
- Importing to Unreal Editor
- Setting a Model To Our Car Pawn
- Disable Default Pawn for Now
- Change Materials to Work Without Lighting
- Add a Camera to Scene
-
Making Car Move
- Making Parameters That Are Tweakable in Unreal Editor
- Create Functions for Controlling Cars
- Write Movement Code in C++
-
Setting Up Input using Axis Events
- Add Axes to Project Settings
- Binding Axes to Actions
- Be Car-eful now!
- Conclusion
-
Creating Car Pawn in Unreal Engine
-
Testing the Server
- Debug print console.log
- Node Inspector
- Bandwidth
- Apache Benchmark
-
Server Release Two
- Playing with Docker
-
Server Release Three
- Docker Swarm - The Final Step
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