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AI Game Engine Programming - CD-vel

Szerző
Hingham
Kiadó: Charles River Media, Inc.
Kiadás helye: Hingham
Kiadás éve:
Kötés típusa: Fűzött kemény papírkötés
Oldalszám: 594 oldal
Sorozatcím: Charles River Media Game Programming Series
Kötetszám:
Nyelv: Angol  
Méret: 23 cm x 19 cm
ISBN: 1-58450-344-0
Megjegyzés: CD-lemezzel. Fekete-fehér illusztrációkkal.
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Fülszöveg



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Provides a detailed guide for programmers interested in creating an AI engine for any game genre
Breaks down AI elements and solutions by genre, and provides concrete examples from popular games
Includes code implementations for both basic and complex AI techniques
Provides suggestions for how the AI systems discussed can be extended or optimized for space, speed, and other limitations
Explains distributed AI as a paradigm that can help with the organization of almost any AI engine
The book assumes a working knowledge of C++, the classical data structures, and a basic knowledge of objcct-oriented programming.
AI GAME ENGINE PROGRAMMING
Brian Schwab
AI Came Eii^me Pragriiimiiii^^ provides game developers with the tools and wisdom necessary to create modern game M engines. It takes programmers frotn theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In... Tovább

Fülszöveg



II.'
T'
i M :
"Iis;
^ ífN
Provides a detailed guide for programmers interested in creating an AI engine for any game genre
Breaks down AI elements and solutions by genre, and provides concrete examples from popular games
Includes code implementations for both basic and complex AI techniques
Provides suggestions for how the AI systems discussed can be extended or optimized for space, speed, and other limitations
Explains distributed AI as a paradigm that can help with the organization of almost any AI engine
The book assumes a working knowledge of C++, the classical data structures, and a basic knowledge of objcct-oriented programming.
AI GAME ENGINE PROGRAMMING
Brian Schwab
AI Came Eii^me Pragriiimiiii^^ provides game developers with the tools and wisdom necessary to create modern game M engines. It takes programmers frotn theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used in some current M engines, and covers common pitfalls, design considerations, and optimizations. If you're having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you'll find the answers here. You'll also find a clean, usable interface for a variety of game AI techniques, with an emphasis on primary decision-making paradigms.
The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI. and dissects the parts of a game AI engine. Part II covers specific game genres (RPG, RTS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AI paradigms. It also covers the more common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part 111 provides the actual code implementations for the basic AI techniques, such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. And, Part IV covers the more advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes with Part V, which loob at "real game AI development." The areas covered here focus on how distributed AI works as an overall paradigm that can help with the organization ofany AI engine. There is also coverage of common AI development, debugging and tuning, and the future of AI.
After reading this book, you'll have traveled through most of the huge landscape of knowledge that a game AI programmer faces, and you'll be prepared to master it!
ON THE CD-ROM
The CD-ROM includes all of the source code compiled using Microsoft Visual C++ 6.0, along with the compiled binaries; the GLUT wrapper for OpcnGL library, and the Lua language library; useful bookmarks; and all the figures from the book.
SYSTEM REQUIREMENTS: Pentium 3.1 GHz or better, GeoForce Go or 3 graphics card or better, Windows (ME, 2000, or XP). The demonstration programs are written in Microsoft'"'Visual C++ under the Windows platform, but only rendering is platform specific. The rendering API used is the GLUT extension to OpenGL.
AUTHOR BIO
Brian Schwab (San Diego, CA) has been a game programmer for over ten years, and has held key positions as Gameplay and AI Programmer for both Angel Studios and DreamWorks Interactive. He currently works as a Senior AI Programmer for Sony Computer Entertainment.
Shelving: Game Develop Level: Intermediate
11 Programming / Artificial Intelligence ISBN 1-58450-344-0
U.S. $49.95 Canada $69.95
CHARIES RIVER MEDIA
10 Downer Avenue Hingham. MA 02043 (701) 740-0400 (701) 740-8816 FAX info@charlesriver.CGm www.chariesriver.com
ISBN 1-58450-344-0
0619587034409
978158450344654995 Vissza

Brian Schwab

Brian Schwab műveinek az Antikvarium.hu-n kapható vagy előjegyezhető listáját itt tekintheti meg: Brian Schwab könyvek, művek
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