Ai Game Engine Programming
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AI Game Engine Programming
Author | : Brian Schwab |
Publsiher | : Charles River Media |
Total Pages | : 710 |
Release | : 2009 |
Genre | : Computers |
ISBN | : 1584505729 |
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This text is written for all levels of game AI developers who wish to further their knowledge of the myriad AI games used in various genres. It provides the knowledge and techniques needed to create an AI engine
Programming Game AI by Example
Author | : Mat Buckland |
Publsiher | : Jones & Bartlett Learning |
Total Pages | : 522 |
Release | : 2005 |
Genre | : Computers |
ISBN | : 1556220782 |
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This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
Practical Game AI Programming
Author | : Micael DaGraca |
Publsiher | : Packt Publishing Ltd |
Total Pages | : 341 |
Release | : 2017-06-30 |
Genre | : Computers |
ISBN | : 9781787129467 |
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Jump into the world of Game AI development About This Book Move beyond using libraries to create smart game AI, and create your own AI projects from scratch Implement the latest algorithms for AI development and in-game interaction Customize your existing game AI and make it better and more efficient to improve your overall game performance Who This Book Is For This book is for game developers with a basic knowledge of game development techniques and some basic programming techniques in C# or C++. What You Will Learn Get to know the basics of how to create different AI for different type of games Know what to do when something interferes with the AI choices and how the AI should behave if that happens Plan the interaction between the AI character and the environment using Smart Zones or Triggering Events Use animations correctly, blending one animation into another and rather than stopping one animation and starting another Calculate the best options for the AI to move using Pruning Strategies, Wall Distances, Map Preprocess Implementation, and Forced Neighbours Create Theta algorithms to the AI to find short and realistic looking paths Add many characters into the same scene and make them behave like a realistic crowd In Detail The book starts with the basics examples of AI for different game genres and directly jumps into defining the probabilities and possibilities of the AI character to determine character movement. Next, you'll learn how AI characters should behave within the environment created. Moving on, you'll explore how to work with animations. You'll also plan and create pruning strategies, and create Theta algorithms to find short and realistic looking game paths. Next, you'll learn how the AI should behave when there is a lot of characters in the same scene. You'll explore which methods and algorithms, such as possibility maps, Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall Distances, and Map Preprocess Implementation should be used on different occasions. You'll discover how to overcome some limitations, and how to deliver a better experience to the player. By the end of the book, you think differently about AI. Style and approach The book has a step-by-step tutorial style approach. The algorithms are explained by implementing them in #.
AI Game Development
Author | : Alex J. Champandard |
Publsiher | : New Riders |
Total Pages | : 772 |
Release | : 2003 |
Genre | : Computers |
ISBN | : 1592730043 |
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With game players expecting greater intelligence, efficiency, and realism with non-player characters, AI plays an ever-increasing important role in game development. This is a tremendous challenge for game developers in methodology, software design, and programming. Creating autonomous synthetic creatures that can adapt in games requires a different kind of understanding of AI than the classical approach used by current game programmers. The Nouvelle Game AI approach presented in this book focuses on creating embodied "animats" that behave in an intelligent and realistic manner. In particular, learning AI is generating much interest among the game development community, as these modern techniques can be used to optimize the development process. Book jacket.
AI for Game Developers
Author | : David M Bourg,Glenn Seemann |
Publsiher | : "O'Reilly Media, Inc." |
Total Pages | : 392 |
Release | : 2004-07-23 |
Genre | : Computers |
ISBN | : 9781449333102 |
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Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.
AI for Games
Author | : Ian Millington |
Publsiher | : CRC Press |
Total Pages | : 84 |
Release | : 2021-11-16 |
Genre | : Computers |
ISBN | : 9781000475517 |
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What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).
AI Game Programming Wisdom 4
Author | : Steve Rabin |
Publsiher | : Course Technology PTR |
Total Pages | : 699 |
Release | : 2008 |
Genre | : Computers |
ISBN | : 1584505230 |
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This all-new volume is filled with over 60 new, ready-to-use expert techniques, ideas, and solutions for game developers.
Game Engine Architecture
Author | : Jason Gregory |
Publsiher | : CRC Press |
Total Pages | : 1042 |
Release | : 2017-03-27 |
Genre | : Computers |
ISBN | : 9781351605649 |
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Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.