Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics
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.
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David Young resides in Danville, Kentucky, with wife Holly and their triplets - Mason, Connor, and Emma. David is a long-time school and district leader, now serving as CEO of the Central Kentucky Educational Cooperative. Schools and districts have experienced great improvements in standards mastery and student achievement under David and his teams' guidance. David spends his professional time working with schools to implement proven systems that lead to this level of student success.
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