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Adobe AIR: Create - Modify - Reuse

June 27, 2008  

: Create - Modify - Reuse
by Marc Luchner, Todd A. Anderson, Matthew Wright

# Paperback: 457 pages
# Publisher: (April 28, 2008)
# Language: English
# ISBN-10: 0470182075
# ISBN-13: 978-0470182079

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Professional Refactoring in Visual Basic

June 26, 2008  

in Basic
by Danijel Arsenovski

# Paperback: 517 pages
# Publisher: ; 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  


by Noel Rappin

# Paperback: 457 pages
# Publisher: (February 25, 2008)
# Language: English
# ISBN-10: 047022388X
# ISBN-13: 978-0470223888
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Adobe Creative Suite 3 Bible

June 23, 2008  

Creative Suite 3
by Ted Padova , Kelly L. Murdock

# Paperback: 1296 pages
# Publisher: (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: 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  

CS3: Top 100 Simplified &
by Lynette Kent

# Paperback: 256 pages
# Publisher: (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 with ! 1.5
by Hagen Graf

# Paperback: 384 pages
# Publisher: Publishing (March 28, 2008)
# Language: English
# ISBN-10: 184719530X
# ISBN-13: 978-1847195302

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C# Cookbook, 2nd Edition

June 22, 2008  

# , 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  


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  

Engine Programming
by Brian Schwab

# Paperback: 624 pages
# Publisher: ; 1 edition (September 2004)
# Language: English
# ISBN-10: 1584503440
# ISBN-13: 978-1584503446

Book Description
AI Game Engine Programming

Engine Programming provides developers with the tools and wisdom necessary to create modern engines. It takes programmers from theory to actual 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 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 , you’ll find the answers here. You’ll also find a clean, usable interface for a variety of techniques with an emphasis on primary decision-making paradigms. The book provides insightful coverage of a variety of subjects important to engine development, and ties them together masterfully to form an indispensable reference. Part I provides an overall look at , covers the basic terminology used in the book, reviews underlying concepts of , and dissects the parts of a engine. Part II covers specific 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 and human interactions, using scripting languages appropriately, and general intelligence/entertainment balancing. Part III provides the actual code implementations for the basic 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 programmer for over ten years, and has held key positions as Gameplay and Programmer for both Angel Studios and DreamWorks Interactive. He currently acts as Senior Programmer for Sony Computer Entertainment.

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