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![]() | AI for Game DevelopersCreating Intelligent Behavior in GamesO'Reilly | 2004 | 371 blz. | David M. Bourg, Glenn SeemanThe perfect starting point for understanding and applying AI techniques to your games. This book will provide you with usable, advanced techniques that you can apply to your games right now. Code samples in C/C++ Tutorial for Developers, Intermediate and Advanced Level onze prijs € 31,90 incl. BTW (€ 30,09 excl. BTW) — ISBN: 9780596005559 | 0596005555 |
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Verzendkosten slechts € 1,95 (voor bestellingen boven de 20 euro in Nederland, daaronder € 4,95) | ||||
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| Advanced AI game techniques are within the grasp of every game developer - not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games.
Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in easy-to-understand language, supported with code samples throughout the book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously; Basic pathfinding & 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. | ||
| soort artikel | computerboeken | ||
| ons bestelnummer | 2516-E0 | ||
| titel | AI for Game Developers | ||
| subtitel | Creating Intelligent Behavior in Games | ||
| onderwerp | spellen programmeren | ||
| uitgever | O'Reilly [REI ] | ||
| website uitgever | www.oreilly.com | ||
| ISBN-13 | 978-0-596-00555-9 | 9780596005559 | ||
| ISBN-10 | 0-596-00555-5 | 0596005555 | ||
| gepubliceerd in | 2004 | ||
| geschreven door | David M. Bourg, Glenn Seeman | ||
| dit boek behandelt | US versie | ||
| taal van het boek | Engels US | ||
| aantal bladzijden | 371 | ||
| uitvoering | softcover | ||
| artikelcode fabrikant | 978-0-596-00555-9 | ||
| barcodes | 9780596005559 / 636920005551 |
| naar uitvoerig | compact overzicht | Nog 54 andere boeken over spellen programmeren | ||
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