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Rally Game for the Web

Develop your multiplayer game with Unreal Engine 4 and node.js

Write your own multiplayer games, part II. You'll get to see how to write a multiplayer rally game using tech like Node.js, websockets, MongoDB, Mongoose and other goodies. The client will be written in C++ in the Unreal Engine 4 game development suite.

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120
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18,929Words
About

About

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

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All packages include the ebook in the following formats: PDF, EPUB, and Web

The Book + Code

Minimum price

Suggested price$29.99

This package includes The Book and the source codes.

$12.99

    Keep Up The Good Work: Book + Code

    Minimum price

    Suggested price$29.99

    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.

    $12.99

      Author

      About the Authors

      Jaakko Vanhala

      With over 20 years of experience, Jaakko is a seasoned programmer, application designer, and embedded systems developer. He has worked with a variety of programming languages and technologies and has recently shared his expertise as a senior lecturer in universities of applied sciences, helping shape the next generation of tech professionals. His passion spans across fishing, coding, teaching, and exploring innovative gadgets.

      Anssi Gröhn

      Anssi Gröhn is a Lecturer of Game Programming in Karelia University of Applied Sciences, Finland. He is a professional in online pedagogy. He has several years of experience in teaching state-of-the-art online courses related to game programming and producing high quality material to support them. He is a former software developer, with eye to real-time-rendering, computer graphics in general, object-oriented programming and software architecture.

      You can reach him by email: nodebooks@gmail.com

      Contents

      Table of Contents

      Foreword

      The Big Picture

      1. Gameplay Experience in Noderally
      2. Server application
      3. Multiplayer feature
      4. Game Art
      5. Cars
      6. Tracks
      7. Designing and Programming
      8. Version Management
      9. Conclusion

      Server Prototype

      1. Preparations
      2. Putting up the basics
      3. libwebsockets
      4. Message protocol
      5. Hack #1: Going multiprocess with cluster module
      6. Hack #2: microtasker
      7. Hack #3: microtasker in action
      8. Adding the HTTP Server
      9. Benchmarking
      10. A few words for the future
      11. Deployment to OpenShift
      12. npm

      Preparing Environment for Client Prototype

      1. Client Development Tool - Unreal Engine 4
      2. How to install UE4
      3. Linux support
      4. Building for Linux
      5. Fix Potential Issues When Running On Linux
      6. New Project to Version Control
      7. Create a Gameplay Level
      8. Configure Your Development Environment in Unreal Editor
      9. Git Source Code Management
      10. Setting Up Coding IDE
      11. Blending it In - Preparing a Car Model
      12. Conclusion

      Our Client Needs Some Wheels

      1. Creating Car Pawn in Unreal Engine
      2. Why do we need a Pawn?
      3. Creating a Car Pawn
      4. Add Car Model to Pawn
      5. Importing to Unreal Editor
      6. Setting a Model To Our Car Pawn
      7. Disable Default Pawn for Now
      8. Change Materials to Work Without Lighting
      9. Add a Camera to Scene
      10. Making Car Move
      11. Making Parameters That Are Tweakable in Unreal Editor
      12. Create Functions for Controlling Cars
      13. Write Movement Code in C++
      14. Setting Up Input using Axis Events
      15. Add Axes to Project Settings
      16. Binding Axes to Actions
      17. Be Car-eful now!
      18. Conclusion

      Testing the Server

      1. Debug print console.log
      2. Node Inspector
      3. Bandwidth
      4. Apache Benchmark

      Server Release Two

      1. Playing with Docker

      Server Release Three

      1. Docker Swarm - The Final Step

      Get the free sample chapters

      Click the buttons to get the free sample in PDF or EPUB, or read the sample online here

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