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* Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously
* Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm
* AI scripting
* Rule-based AI: learn about variants other than fuzzy logic and finite state machines
* Basic probability
* Bayesian techniques
Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.
* Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously
* Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm
* AI scripting
* Rule-based AI: learn about variants other than fuzzy logic and finite state machines
* Basic probability
* Bayesian techniques
Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.
As a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's "Breakout" to the Macintosh.
Glenn Seemann is a veteran game programmer with over a dozen games to his credit, for Mac and Windows systems. He's a co-founder with David Bourg of Crescent Vision Interactive, a game development company specializing in cross-platform games.
- Preface
- Chapter 1: Introduction to Game AI
- Chapter 2: Chasing and Evading
- Chapter 3: Pattern Movement
- Chapter 4: Flocking
- Chapter 5: Potential Function-Based Movement
- Chapter 6: Basic Pathfinding and Waypoints
- Chapter 7: A* Pathfinding
- Chapter 8: Scripted AI and Scripting Engines
- Chapter 9: Finite State Machines
- Chapter 10: Fuzzy Logic
- Chapter 11: Rule-Based AI
- Chapter 12: Basic Probability
- Chapter 13: Decisions Under Uncertainty-Bayesian Techniques
- Chapter 14: Neural Networks
- Chapter 15: Genetic Algorithms
- Vector Operations
- Colophon
Erscheinungsjahr: | 2004 |
---|---|
Fachbereich: | Programmiersprachen |
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9780596005559 |
ISBN-10: | 0596005555 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Bourg, David M
Seemann, Glenn |
Redaktion: |
Torkington, Nathan
Diaz, Tatiana Apandi |
Hersteller: |
O'Reilly Media
O'Reilly Media, Inc. |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 233 x 179 x 25 mm |
Von/Mit: | David M Bourg (u. a.) |
Erscheinungsdatum: | 31.08.2004 |
Gewicht: | 0,639 kg |
As a naval architect and marine engineer, David M. Bourg performs computer simulations and develops analysis tools that measure such things as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to David's practical engineering background, he's professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online role-playing game, several Java-based multiplayer games, and the porting of Hasbro's "Breakout" to the Macintosh.
Glenn Seemann is a veteran game programmer with over a dozen games to his credit, for Mac and Windows systems. He's a co-founder with David Bourg of Crescent Vision Interactive, a game development company specializing in cross-platform games.
- Preface
- Chapter 1: Introduction to Game AI
- Chapter 2: Chasing and Evading
- Chapter 3: Pattern Movement
- Chapter 4: Flocking
- Chapter 5: Potential Function-Based Movement
- Chapter 6: Basic Pathfinding and Waypoints
- Chapter 7: A* Pathfinding
- Chapter 8: Scripted AI and Scripting Engines
- Chapter 9: Finite State Machines
- Chapter 10: Fuzzy Logic
- Chapter 11: Rule-Based AI
- Chapter 12: Basic Probability
- Chapter 13: Decisions Under Uncertainty-Bayesian Techniques
- Chapter 14: Neural Networks
- Chapter 15: Genetic Algorithms
- Vector Operations
- Colophon
Erscheinungsjahr: | 2004 |
---|---|
Fachbereich: | Programmiersprachen |
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9780596005559 |
ISBN-10: | 0596005555 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: |
Bourg, David M
Seemann, Glenn |
Redaktion: |
Torkington, Nathan
Diaz, Tatiana Apandi |
Hersteller: |
O'Reilly Media
O'Reilly Media, Inc. |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 233 x 179 x 25 mm |
Von/Mit: | David M Bourg (u. a.) |
Erscheinungsdatum: | 31.08.2004 |
Gewicht: | 0,639 kg |