Buy Used
CDN$ 0.58
+ CDN$ 6.49 shipping
Used: Good | Details
Condition: Used: Good
Have one to sell?
Flip to back Flip to front
Listen Playing... Paused   You're listening to a sample of the Audible audio edition.
Learn more
See all 2 images

ActionScript for Multiplayer Games and Virtual Worlds Paperback – Jul 23 2009

See all 4 formats and editions Hide other formats and editions
Amazon Price
New from Used from
Kindle Edition
"Please retry"
"Please retry"
CDN$ 62.22 CDN$ 0.58

Harry Potter and the Cursed Child
click to open popover

No Kindle device required. Download one of the Free Kindle apps to start reading Kindle books on your smartphone, tablet, and computer.
Getting the download link through email is temporarily not available. Please check back later.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your mobile phone number.

Product Details

  • Paperback: 312 pages
  • Publisher: New Riders; 1 edition (July 23 2009)
  • Language: English
  • ISBN-10: 0321643364
  • ISBN-13: 978-0321643360
  • Product Dimensions: 18.8 x 1.5 x 23 cm
  • Shipping Weight: 476 g
  • Average Customer Review: Be the first to review this item
  • Amazon Bestsellers Rank: #603,017 in Books (See Top 100 in Books)
  •  Would you like to update product info, give feedback on images, or tell us about a lower price?

  • See Complete Table of Contents

Product Description

From the Back Cover

The 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

About the Author

Jobe Makar is a founder of and Chief Game and Virtual World Architect for Electrotank (, a company that specializes in online multiplayer game and virtual world development technologies and services. He is a developer on the widely used EUP™ virtual world and MMOG platform ( Jobe has developed over 200 Flash games and 9 virtual worlds over the last 10 years and has authored several books on advanced Flash, ActionScript, and game programming.

Customer Reviews

There are no customer reviews yet on
5 star
4 star
3 star
2 star
1 star

Most Helpful Customer Reviews on (beta) HASH(0xa051deac) out of 5 stars 16 reviews
34 of 39 people found the following review helpful
HASH(0xa053e978) out of 5 stars Nothing more than a promotional piece June 24 2010
By Denard D. Springle IV - Published on
Format: Paperback Verified Purchase
I 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.
33 of 42 people found the following review helpful
HASH(0xa053ebc4) out of 5 stars Big on ideas, fails on examples Sept. 8 2009
By Eric the Red - Published on
Format: Paperback
I'm really motivated to add the concepts in the book to my Actionscript arsenal, so I was excited for the arrival of this book and diving in. The book is an excellent crash course in multi-player game theory and fills a much-needed place in the AS book market.

The book fails, however, when it comes to the examples. While carefully avoiding the need to own Flash or Flex to complete the exercises and thereby lowering the barrier to entry, the author requires a free 3rd-party AS editor, Flash Develop, which doesn't have a Mac client. So Mac users, beware, this oversight throws up a road block right away.

The author says the projects can be imported into Flex Builder, but I haven't gotten this to work yet. Some projects require the fl.controls class which isn't native to the Flex SDK, so there's another road block. I'm still working on this one.

I did get a few examples to run from the Flash IDE, by creating an FLA and assigning the class as its document class. This wasn't without headache: you have to go into several of the example classes and adjust paths to get the classes to import. Not for the faint of heart.

A simple solution would be to include versions of the examples in the book's downloadable files that would easily import into Flex Builder or Flash. What AS developer doesn't own one of these? Be prepared to do a lot of forensics to get the examples to work. Disappointing. (Note to PeachPit: you could still do this!)

The upside: ElectroServer, the socket server that the entire book is based on, installs easily on a Mac.
1 of 1 people found the following review helpful
HASH(0xa053ee04) out of 5 stars Great book on multiplayer concepts that you can apply for any language Feb. 3 2013
By C. Moeller - Published on
Format: Paperback Verified Purchase
This book contains a lot of information, but the most helpful are the concepts used when working with multiplayer programming. The book does use their socket server, but they did write it in a way that you can apply the concepts for whatever language you're working in. Things like interpolation, and ways to try to sync the client and server. A decent amount of information about lag compensation in games, that I haven't found elsewhere.

It is currently my main go to book while working in kyronet in Java. There could be a lot more information, and I would love to see a follow up book, but I haven't been able to find as much information to actually start multiplayer game programming, as what is in this book.

Definitely recommended!
5 of 7 people found the following review helpful
By Michael A Derrick - Published on
Format: Paperback Verified Purchase
This book was written wholly for the purpose of selling their server. It doesn't delve into anything helpful considering action scripts other then basic game design theory. (which some of the theory is good, most definitely NOT WORTH THE $).
3 of 4 people found the following review helpful
By Evgeniy - Published on
Format: Paperback Verified Purchase
I plan to create Flash based on-line games. This book is very helpful. So I have all info for creating my flash game on Electroserver now. This is not for Flash newbies.