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OverviewFull Product DetailsAuthor: Balint BorsPublisher: APress Imprint: APress Edition: 1st ed. Weight: 0.617kg ISBN: 9781484289099ISBN 10: 1484289099 Pages: 378 Publication Date: 25 December 2022 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of Contents1. Introducing and Contrasting Backend Development Goal: In this chapter introduce the background of this book, how I came to the idea to write it, what is the goal, who is this book for, and the technology stack I am going to discuss. Also, give a bit of insight into the gaming ecosystem, which other providers and technologies are there, how those compare to the actually described ones. I want to discuss the key components and features that address the fundamental pain points and requirements of our target audience. 1.1. Initial Thoughts 1.2. Game Backend and Frontend 1.3. Game Engines 1.4. Unity 1.5. BaaS (Backend-as-a-Service) vs. Public Cloud 1.6. Popular BaaS providers, comparison 1.7. Top5 Cloud providers, comparison 1.8. Indie vs. AAA games and their requirements 2. Concepts of Backend Development Goal: In this chapter, I am going to describe the general concepts related to game backend development. The description is independent of the technology used and helps the reader understand what are the features we can have if we extend our game frontend with backend capabilities. 2.1. Overview 2.2. Leaderboard 2.3. Matchmaking 2.4. Player Authentication 2.5. Chat 2.6. Analytics 2.7. Server Hosting 2.8. Selling Items 2.9. Artificial Intelligence 3. Setting up a Simple Local Multiplayer Game. Goal: This part will cover the prerequisites for the next chapters. I will show how to use Unity Assets, Mirror Networking library, and other tools and techniques to implement a simple local multiplayer game. The reader can also download the source code from GitHub directly. We will build upon this game in the next chapters, where we implement the features from the previous chapter. 3.1. Prerequisites 3.2. Sample Game 3.3. Multiple Unity Instances 3.4. Mirror Networking 3.5. Local Multiplayer Game 3.6. Advanced Networking 4. Up and Running on PlayFab Goal: This is one of the core chapters. Here I describe how to implement backend features to games. This also includes source code, so the reader can use them in their game right away. It also includes explanations, best practices, tips and tricks and pitfalls developers should know. It is all very specific and practical. I use the PlayFab BaaS (Backend-as-a-Service) and API to implement these features. 4.1. Overview 4.2. Setting up PlayFab 4.3. Leaderboard 4.4. Matchmaking 4.5. Player Authentication 4.6. Chat 4.7. Analytics 4.8. Server Hosting 4.9. Selling Items 4.10. Artificial Intelligence 5. Build Your Own Custom Game Backend in Azure Goal: This is another way to reach the same goals as in the earlier chapter, but now by using Azure. (Hint: game developers can implement backend features by turning to a BaaS provider like PlayFab. Then they don’t need to build cloud infrastructure components like virtual machines or databases by themselves). In this chapter the developer choose the hard way, and build his own Microsoft Azure cloud based game backend. The same features as above are built here, again with source code and explanations. 5.1. Overview 5.2. Setting up Microsoft Azure 5.3. Leaderboard 5.4. Matchmaking 5.5. Player Authentication 5.6. Chat 5.7. Analytics 5.8. Server Hosting 5.9. Selling Items 5.10. Artificial Intelligence 6. Next Steps in Game Development Learning Goal: I want to draw a conclusion on my experience building game backend with both a BaaS (PlayFab) and a cloud (Azure) service provider. I want to help game developers make the right decision based on their situation. Some of the key aspects are budget, skills, time, team size, target market and region. I consider adding here a section with further readings providing references to sources I found useful. 6.1. Final Thoughts 6.2. ReferencesReviewsAuthor InformationBalint Bors is a cloud solutions architect based in Munich, Germany. He has over 15 years of experience developing software and building IT infrastructures for many companies and industries. Balint also consults with and advises technical teams on applying cloud technologies. He is a Microsoft Certified Azure Solutions Architect Expert. Tab Content 6Author Website:Countries AvailableAll regions |