Programming Game AI by Example Wordware Game Developers Library

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Jones & Bartlett Learning #ad - Techniques covered include state- and goal-based behavior, triggers, goal evaluation, inter-agent communication, goal arbitration, perceptual modeling, team AI, scripting, scripted finite state machines, path planning and optimization, search, individual and group steering behaviors, graph theory, and fuzzy logic.

Programming game ai by example provides a comprehensive and practical introduction to the “bread and butter” AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language.

Programming Game AI by Example Wordware Game Developers Library #ad - Jones Bartlett Publishers.

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Game Programming Patterns

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Genever Benning #ad - You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games. Game programming Patterns tackles that exact problem. The product ships with all relevant accessories. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need.

Game Programming Patterns #ad - Most game projects fizzle out, overwhelmed by the complexity of their own code. Brand new in box. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. The biggest challenge facing many game programmers is completing their game.

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Beginning C++ Through Game Programming

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Cengage Learning PTR #ad - Written with the beginning programmer in mind, beginning c++ through game PROGRAMMING, FOURTH EDITION is a great way to get started in game programming. With beginning c++ through game programming, fourth edition, you will find an up-to-date and thorough introduction to everything you need to get started--with no previous programming experience required.

In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. Beginning C Through Game Programming. Brand new in box. When it comes to game programming, C++ is the name of the game. If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics.

Beginning C++ Through Game Programming #ad - A final game project at the end of the book draws together everything you've learned. The product ships with all relevant accessories.

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Game Engine Architecture, Third Edition

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A K Peters/CRC Press #ad - In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. Beginning C Through Game Programming.

In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. Comprehensive text for beginners and also has content for senior engineers. New to the third edition this third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, C++ language standardization, 2D user interfaces, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, the IEEE-754 floating-point representation, plus an entirely new chapter on hardware parallelism and concurrent programming.

Game Engine Architecture, Third Edition #ad - . Brand new in box. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.

Key features covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. The product ships with all relevant accessories.

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Artificial Intelligence for Games

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CRC Press #ad - Mint Condition. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games puzzle games. He goes further to introduce many techniques little used by developers today. Brand new in box. Key features * the first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience.

Walks through the entire development process from beginning to end. Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code. New. The product ships with all relevant accessories. Guaranteed packaging. No quibbles returns. Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI.

Artificial Intelligence for Games #ad - In this book, ian millington brings extensive professional experience to the problem of improving the quality of AI in games. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. Artificial intelligence for games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter.

He describes numerous examples from real games and explores the underlying ideas through detailed case studies.

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Foundations of Game Engine Development, Volume 1: Mathematics

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Terathon Software LLC #ad - Foundations of Game Engine Development, Volume 1: Mathematics #ad - No quibbles returns. New. Beginning C Through Game Programming. Includes exercises. Chapter 1: Vectors and Matrices1. 1 vector Fundamentals1. 2 basic Vector Operations1. 2. 1 magnitude and Scalar Multiplication1. 2. 2 addition and Subtraction1. 3 matrix Fundamentals1. 4 basic Matrix Operations1. 4. 1 addition, subtraction, and Scalar Multiplication1.

4. 2 matrix Multiplication1. 5 vector Multiplication1. 5. 1 dot Product1. 5. 2 cross Product1. 5. 3 scalar Triple Product1. 6 vector Projection1. 7 matrix Inversion1. 7. 1 identity Matrices1. 7. 2 determinants1. 7.

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Behavioral Mathematics for Game AI Applied Mathematics

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Cengage Learning PTR #ad - You'll examine various ways of using statistics, realistic, and algorithms to create believable simulations and to model these dynamic, formulas, and interesting behaviors in video games. Brand new in box. Finally, you'll be introduced to a number of tools you can use in conjunction with standard AI algorithms to make it easier to utilize the mathematical models.

No quibbles returns. We can model many of those individual components in the language of logic and mathematics and then reassemble them into larger, more involved decision-making processes. Guaranteed packaging. Human behavior is never an exact science, making the design and programming of artificial intelligence that seeks to replicate human behavior difficult.

Behavioral Mathematics for Game AI Applied Mathematics #ad - With examples from both real life and game situations, the fallacy of rational behavior, you'll explore topics such as utility, and the inconsistencies and contradictions that human behavior often exhibits. New. The product ships with all relevant accessories. Mint Condition. Usually, the answers cannot be found in sterile algorithms that are often the focus of artificial intelligence programming.

Drawing from classical game theory, "behavioral Mathematics for Game AI" covers both the psychological foundations of human decisions and the mathematical modeling techniques that AI designers and programmers can use to replicate them.

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Game Engine Architecture

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A K Peters/CRC Press #ad - Dispatch same day for order received before 12 noon. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, event system, world editor, and scripting system. Guaranteed packaging. 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.

The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. It primarily focuses on the engine itself, the physics simulation, the collision system, character animation, including a host of low-level foundation systems, the rendering engine, and audio. Ak peters.

Game Engine Architecture #ad - 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. Mint Condition. New to the second edition information on new topics, and technology that go into creating an aaa game audio engine updated sections on multicore programming, pseudovectors and grassman algebra, and the architecture of the eighth generation of gaming consoles, dual quaternions, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, C++11, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, including the latest variant of the C++ programming language, SIMD vector math, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, algorithms, memory alignment, localization, pipelined CPU architecture and optimization, and software interfaces that are typically used to implement them.

No quibbles returns. 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.

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AI for Games, Third Edition

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CRC Press #ad - This revised and updated third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. No quibbles returns. Dispatch same day for order received before 12 noon. Guaranteed packaging. Beginning C Through Game Programming. Mint Condition. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers.

Key features a comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process Brand new in box.

AI for Games, Third Edition #ad - Ak peters. Ai is an integral part of every video game. The product ships with all relevant accessories. New.

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Procedural Storytelling in Game Design

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Routledge #ad - Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. No quibbles returns. Dispatch same day for order received before 12 noon. Key features introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways World’s finest guide for how to begin thinking about procedural design Brand new in box.

Guaranteed packaging. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. In each essay, momentum and atmosphere can be adapted to full effect, world-building, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, theme, using specific examples from their games.

Procedural Storytelling in Game Design #ad - Mint Condition. New. The product ships with all relevant accessories. Beginning C Through Game Programming. This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Ak peters.

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Procedural Generation in Game Design

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Routledge SG_1498799191_US #ad - Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Mint Condition. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually.

Tanya short’s and tarn adams’ procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Guaranteed packaging. Making a game can be an intensive process, and if not planned accurately can easily run over budget.

Procedural Generation in Game Design #ad - No quibbles returns. The product ships with all relevant accessories. Ak peters. A k peters Ltd. Key features: introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design Brand new in box.

Beginning C Through Game Programming. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline.

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