Related Books:

Programming Game AI by Example
Language: en
Pages: 495
Authors: Mat Buckland
Categories: Computers
Type: BOOK - Published: 2005 - Publisher: Jones & Bartlett Learning

Provides an introduction to AI game techniques used in game programming.
Programming Game AI by Example
Language: en
Pages: 495
Authors: Mat Buckland
Categories: Computers
Type: BOOK - Published: 2010-10-22 - Publisher: Jones & Bartlett Learning

Programming Game AI by Example provides a comprehensive and practical introduction to the "bread and butter" AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and
Unity 4.x Game AI Programming
Language: en
Pages: 232
Authors: Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe
Categories: Computers
Type: BOOK - Published: 2013 - Publisher: Packt Pub Limited

Step-by-step practical tutorialAre you are a programmer with basic knowledge of Unity3D who would like to add AI features to your game? Are you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projects? Then this book is for
Game AI Pro 2
Language: en
Pages: 577
Authors: Steven Rabin
Categories: Computers
Type: BOOK - Published: 2015-04-17 - Publisher: CRC Press

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across
Game AI Pro 360: Guide to Architecture
Language: en
Pages: 382
Authors: Steve Rabin
Categories: Computers
Type: BOOK - Published: 2019-09-10 - Publisher: CRC Press

Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as