Learning Game AI Programming with Lua
David Young
Vendu par AHA-BUCH GmbH, Einbeck, Allemagne
Vendeur AbeBooks depuis 14 août 2006
Neuf(s) - Couverture souple
Etat : Neu
Quantité disponible : 1 disponible(s)
Ajouter au panierVendu par AHA-BUCH GmbH, Einbeck, Allemagne
Vendeur AbeBooks depuis 14 août 2006
Etat : Neu
Quantité disponible : 1 disponible(s)
Ajouter au paniernach der Bestellung gedruckt Neuware - Printed after ordering.
N° de réf. du vendeur 9781783281336
If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you.
Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required.
Game AI can be easily broken up into a number of components such as decision making, animation handling, and tactics, but the balance and interaction between each system strikes a balance between good AI and bad AI.
Beginning with an introduction to the AI sandbox, each new aspect of game AI is introduced, implemented, and then expanded upon. Going forward, you will learn to utilize open source libraries such as Ogre3D, Bullet Physics, OpenSteer, Recast, Detour, and Lua to create an AI sandbox with an entire codebase available to expand and step through.
This is done through a step-by-step approach, from learning to move basic shapes to fully animating your soldiers. By the end of the book, your AI will be able to navigate, pathfind, manage animation playback, communicate, and perceive their environment.
About This Book
Who This Book Is For
If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you.
Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required.
What You Will Learn
In Detail
Game AI can be easily broken up into a number of components such as decision making, animation handling, and tactics, but the balance and interaction between each system strikes a balance between good AI and bad AI.
Beginning with an introduction to the AI sandbox, each new aspect of game AI is introduced, implemented, and then expanded upon. Going forward, you will learn to utilize open source libraries such as Ogre3D, Bullet Physics, OpenSteer, Recast, Detour, and Lua to create an AI sandbox with an entire codebase available to expand and step through.
This is done through a step-by-step approach, from learning to move basic shapes to fully animating your soldiers. By the end of the book, your AI will be able to navigate, pathfind, manage animation playback, communicate, and perceive their environment.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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