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plaatje van AI Game Engine Programming, computerboek van Charles River Media 

AI Game Engine Programming

Charles River Media | 2004 | 594 blz. | Brian Schwab

Improve your AI engine development process by examining the breakdown of individual games in various genres and learn what really works. Find in-depth insights and ready-to-use programming techniques to use in your own AI engines

Tutorial for Developers, Intermediate and Advanced Level

onze prijs € 39,90 incl. BTW (€ 37,64 excl. BTW)   —   ISBN: 9781584503446 | 1584503440

  Verzendkosten slechts € 1,95  (voor bestellingen boven de 20 euro in Nederland, daaronder € 4,95) 
     
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The book provides insightful coverage of a variety of subjects important to AI engine development, and ties them together masterfully to form an indispensable reference.
Part I provides an overall look at game AI, covers the basic terminology used in the book, reviews underlying concepts of game AI, and dissects the parts of a game AI engine.
Part II covers specific game genres (RPG, TRS, FTPS, Shooter, Sports, Racing, Strategy, Adventure, Fighting, Platform, and miscellaneous) and explains how they use different AU paradigms. It also covers the move common solutions to the problems posed by each genre. Some of the problems include, dealing with direct AI and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing.
Part III provides the actual code implementations for the basic AI techniques such as finite state machines, fuzzy state machines, message board systems, scripted systems, and location-based information systems. Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees.
Part V looks at "real game AI development." The areas covered here focus on how distributed AI works as an overall paradigm that can help with the organization of any AI engine. There is also coverage of common AI development, debugging & tuning, and the future of AI.
On CD-ROM: The source code compiled using MS Visual C++ 6.0, the compiled binaries; the GLUT wrapper for OpenGL library, and the Lua language library; useful bookmarks; The figures from the book.
 
 soort artikelcomputerboeken 
 ons bestelnummer2064-F8 
 titelAI Game Engine Programming 
 onderwerpspellen programmeren 
 uitgeverCharles River Media [CHAr ] 
 website uitgeverwww.charlesriver.com 
 ISBN-13978-1-58450-344-6 | 9781584503446 
 ISBN-101-58450-344-0 | 1584503440 
 gepubliceerd in2004 
 geschreven doorBrian Schwab 
 dit boek behandeltUS versie 
 taal van het boekEngels US 
 aantal bladzijden594 
 uitvoeringsoftcover 
 mediummet CD-ROM 
 geïmporteerd doorComputercollectief BV 
 artikelcode fabrikant978-1-58450-344-6 
 barcodes9781584503446 / 619587034409 
    
 naar uitvoerig | compact overzichtNog 54 andere boeken over spellen programmeren
  
    
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