Adobe AIR: Create - Modify - Reuse
June 27, 2008
Adobe AIR: Create - Modify - Reuse
by Marc Luchner, Todd A. Anderson, Matthew Wright
# Paperback: 457 pages
# Publisher: Wrox (April 28, 2008)
# Language: English
# ISBN-10: 0470182075
# ISBN-13: 978-0470182079
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Professional Refactoring in Visual Basic
June 26, 2008
Professional Refactoring in Visual Basic
by Danijel Arsenovski
# Paperback: 517 pages
# Publisher: Wrox; Pap/Onl edition (April 7, 2008)
# Language: English
# ISBN-10: 0470179791
# ISBN-13: 978-0470179796
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Professional Ruby on Rails
June 24, 2008
Professional Ruby on Rails
by Noel Rappin
# Paperback: 457 pages
# Publisher: Wrox (February 25, 2008)
# Language: English
# ISBN-10: 047022388X
# ISBN-13: 978-0470223888
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Adobe Creative Suite 3 Bible
June 23, 2008
Adobe Creative Suite 3 Bible
by Ted Padova , Kelly L. Murdock
# Paperback: 1296 pages
# Publisher: Wiley (October 1, 2007)
# Language: English
# ISBN-10: 0470130679
# ISBN-13: 978-0470130674
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Internet Routing Architectures, 2nd Edition
June 23, 2008
Internet Routing Architectures, 2nd Edition
by Sam Halabi
# Hardcover: 550 pages
# Publisher: Cisco Press; 2 edition (September 2, 2000)
# Language: English
# ISBN-10: 157870233X
# ISBN-13: 978-1578702336
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Adobe Photoshop CS3: Top 100 Simplified Tips & Tricks
June 22, 2008
Adobe Photoshop CS3: Top 100 Simplified Tips & Tricks
by Lynette Kent
# Paperback: 256 pages
# Publisher: Visual (September 11, 2007)
# Language: English
# ISBN-10: 0470144769
# ISBN-13: 978-0470144763
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Building Websites with Joomla! 1.5
June 22, 2008
Building Websites with Joomla! 1.5
by Hagen Graf
# Paperback: 384 pages
# Publisher: Packt Publishing (March 28, 2008)
# Language: English
# ISBN-10: 184719530X
# ISBN-13: 978-1847195302
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C# Cookbook, 2nd Edition
June 22, 2008
C# Cookbook, 2nd Edition
by Jay Hilyard, Stephen Teilhet
# Paperback: 1184 pages
# Publisher: O’Reilly Media, Inc.; 2 edition (January 30, 2006)
# Language: English
# ISBN-10: 0596100639
# ISBN-13: 978-0596100636
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PHP Cookbook
June 22, 2008
PHP Cookbook
By David Sklar, Adam Trachtenberg
Publisher : O’Reilly
Pub Date : November 2002
ISBN : 1-56592-681-1
Pages : 632
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AI Game Engine Programming
June 20, 2008
AI Game Engine Programming
by Brian Schwab
# Paperback: 624 pages
# Publisher: Charles River Media; 1 edition (September 2004)
# Language: English
# ISBN-10: 1584503440
# ISBN-13: 978-1584503446
Book Description

AI Game Engine Programming provides game developers with the tools and wisdom necessary to create modern game AI engines. It takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it surveys the capabilities of the different techniques used. In addition, it surveys the capabilities of the different techniques used in some current AI engines, and covers common pitfalls, design considerations, and optimizations. If you’re having difficulty determining which techniques to use, or looking for working code best suited to a particular game, you’ll find the answers here. You’ll also find a clean, usable interface for a variety of game AI techniques with an emphasis on primary decision-making paradigms. 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. And, Part IV covers the move advanced techniques, including genetic algorithms, neural networks, artificial life, planning algorithms, and decision trees. The book concludes wit
About the Author
Brian Schwab (San Diego, CA) has been a game programmer for over ten years, and has held key positions as Gameplay and AI Programmer for both Angel Studios and DreamWorks Interactive. He currently acts as Senior AI Programmer for Sony Computer Entertainment.







