By Steve Rabin
AI is among the so much not easy projects a programmer can adopt, and this designated number of articles offers programmers with a much-needed source for conquering the problem. AI video game Programming knowledge takes an inclusive view of AI that assumes online game AI comprises something an AI programmer may have to application to make clever characters. So, every thing from simple AI architectures and studying to pathfinding, scripting, and animation choice is roofed. additionally, style particular articles disguise hugely targeted topics in the FPS, RTS, RPG, Racing, and activities genres.
Written by way of AI specialists, the articles function a highway map to what has labored effectively for others and what should be attainable sooner or later. They delve deep into AI video game programming concerns and supply insightful new principles and methods that may be simply built-in into your individual video games. This digital toolbox encompasses a wide array of instruments for fixing many universal AI difficulties in addition to strategies to style particular matters you may come across.
The ebook is split into 11 accomplished sections overlaying: basic knowledge; beneficial strategies and really good structures; Pathfinding with A*; Pathfinding and circulation; Tactical matters and clever staff move; Architecting a video game AI; Decision-Making structure, FPS, RTS, and RPG AI; Racing and recreation AI; Scripting; and studying.
Whether you're simply stepping into the or are a professional seasoned, this can be a must-have source for you and your team!
KEY positive factors
* includes the beneficiant wisdom and insights of over forty five specialists
* offers finished insurance of all points of AI online game programming
* comprises insightful articles on "Learning" in AI - the subsequent massive factor
* contains ready-to-use rules and code
* presents ability enhancement for starting/ intermediate programmers, and insightful new principles for the pros
Joseph C. Adzima Bob Alexander Thor Alexander Greg Alt Jonty Barnes Lee Berger Gari Biasillo Bruce Blumberg Mark Brockington Timothy Cain Phil Carlisle Alex J. Champandard Chris Charla Mike Christian Mark Darrah Chad Dawson Richard Evans John Hancock Vernon Harmon Dan Higgins Jason Hutchens Damian Isla Sandeep V. Kharkar Kristin King Neil Kirby Francois Dominic Laramee Lars Liden John Manslow James Matthews Alex W. McLean Mike Mika Fri Mommersteeg John O'Brien Jeff Orkin Marco Pinter Falko Poiker Steve Rabin John Reynolds Bob Scott Tom Scutt P.J. Snavely Noah Stein Smith Surasmith Paul Tozour William van der Sterren Tom Vykruta Steven Woodcock Michael Zarozinski
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Extra resources for AI Game Programming Wisdom
Description A subimage of a cube texture map face is loaded from memory or copied from the current GL_READ_BUFFER by calling the glTexSubImage2D or glCopyTexSubImage2D function, respectively, with target parameter GL_TEXTURE_CUBE_MAP_POSITIVE_k_ARB or GL_ TEXTURE_CUBE_MAP_NEGATIVE_k_ARB, where k represents X, Y, or Z. glGetTexImage—Extended to allow retrieval of cube texture map images. Prototypes void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); Extended Parameters target Specifies the target texture.
In this case, the operation specified with GL_COMBINE_ALPHA_ARB and the scale factor specified with GL_ALPHA_ SCALE are ignored. EXTENDED FUNCTIONS glTexEnvi—Extended to support the dot product texture environment operation. Prototype void glTexEnvi(GLenum target, GLenum pname, GLint param); Extended Parameters param Specifies a texture environment parameter value. When the pname parameter is GL_COMBINE_RGB_ARB, this may be GL_DOT3_RGB_ARB or GL_DOT3_RGBA_ARB. 6 GL_NV_texture_env_combine 37 Description The dot product operation is specified for the currently active texture environment by calling the glTexEnvi function with pname parameter GL_COMBINE_RGB_ARB and specifying GL_DOT3_RGB_ARB or GL_DOT3_RGBA_ARB for the param parameter.
The pname parameter may be one of the following values: GL_ACTIVE_TEXTURE_ARB The symbolic constant representing the currently active texture unit is returned in params. This corresponds to the value most recently set with the glActiveTextureARB function. The initial value is GL_ TEXTURE0_ARB. GL_CLIENT_ACTIVE_TEXTURE_ARB The symbolic constant representing the currently active client texture unit is returned in params. This corresponds to the value most recently set with the glClientActiveTextureARB function.