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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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