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C++ How to Program (5th Edition)

July 21, 2008  

++ How to (5th Edition)
by Harvey & Paul Deitel & Associates Inc.

# Paperback: 1536 pages
# Publisher: ; 5 edition (January 15, 2005)
# Language: English
# ISBN-10: 0131857576
# ISBN-13: 978-0131857575

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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.

Network Programming for Microsoft Windows

September 28, 2007  

Programming for Microsoft Windows
by Anthony Jones, Jim Ohlund

  • Paperback: 675 pages
  • Publisher: Microsoft Pr; Bk&CD-Rom edition (August 1999)
  • Language: English
  • ISBN-10: 0735605602
  • ISBN-13: 978-0735605602


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Programming Language Design Concepts

September 17, 2006  

Programming Language Design Concepts
by David A. Watt

Paperback: 492 pages
Publisher: John & Sons (May 28, 2004)
Language: English
ISBN: 0470853204

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Thinking in C++, Vol. 2: Practical Programming, Second Edition

September 10, 2006  

Thinking in ++, Vol. 2: Practical Programming, Second Edition
By Bruce Eckel, Chuck Allison

Paperback: 820 pages
Publisher: ; 2nd edition (November 1, 2003)
Language: English
ISBN: 0130353132

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The C++ Standard Library Extensions: A Tutorial and Reference

September 7, 2006  

The ++ Standard Library Extensions: A Tutorial and Reference
By Pete Becker

Hardcover: 624 pages
Publisher: Addison-Wesley Professional; 1st edition (July 21, 2006)
Language: English
ISBN: 0321412990

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C Traps and Pitfalls

September 7, 2006  

Traps and Pitfalls
by Andrew Koenig

Paperback: 160 pages
Publisher: Addison-Wesley Professional; 1st edition (January 1, 1989)
Language: English
ISBN: 0201179288

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