Learning Game AI Programming with Lua
David Young
Verkauft von THE SAINT BOOKSTORE, Southport, Vereinigtes Königreich
AbeBooks-Verkäufer seit 14. Juni 2006
Neu - Softcover
Zustand: New
Anzahl: Mehr als 20 verfügbar
In den Warenkorb legenVerkauft von THE SAINT BOOKSTORE, Southport, Vereinigtes Königreich
AbeBooks-Verkäufer seit 14. Juni 2006
Zustand: New
Anzahl: Mehr als 20 verfügbar
In den Warenkorb legenThis item is printed on demand. New copy - Usually dispatched within 5-9 working days 758.
Bestandsnummer des Verkäufers C9781783281336
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.
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