By Cooper, Kendra M. L.; Scacchi, Walt
ISBN-10: 1482226693
ISBN-13: 9781482226690
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Sample text
Proceedings of the International MindTrek Conference, Tampere, Finland, September, pp. 202–209. , and Hoffman, S. (2004). Game Design Workshop: Designing, Prototyping and Playtesting Games. CMP Books, San Francisco, CA. S. (2011). Improving digital game development with software product lines. IEEE Software, 28(5), 30–37. Gautier, L. and Dior, C. (1998). Design and evaluation of MiMaze, a multi-player game on the Internet. Proceedings of the IEEE International Conference on Multimedia Computing and Systems, Austin, TX, July, pp.
The quantitative results summarize (1) the behavior of CPU utilization and round trip time (latency) as the number of clients increases, (2) CPU utilization and context switches per second as the number of clients increases, (3) the maximum number of clients supported under alternative core/machine scenarios and message frequencies, and (4) CPU utilization when the maximum capacity is reached. The authors’ proposal of the RCAT architecture, the development of a reference implementation, the development of a reference application, and a quantitative performance study provides the community with a scalable architectural solution with a rigorous validation.
Schell, J. (2008). The Art of Game Design: A Book of Lenses. Morgan Kauffman Elsevier, Burlington, MA. Seif El-Nasr, M. K. (2006). Learning through game modding. Computers in Entertainment, 4(1), Article 7. 1111301. D. (1968). Game Playing with Computers. Spartan Books, New York. Swartout, W. and van Lent, M. (2003). Making a game of system design. Communications of the ACM, 46(7), 32–39. Sweeney, T. (1998). Unreal networking architecture. , July 21. htm. Walker, M. (2003). Describing game behavior with use cases.



