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Game Physics Engine Development
  • Language: en
  • Pages: 542

Game Physics Engine Development

  • Categories: Art
  • Type: Book
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  • Published: 2010-07-23
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  • Publisher: CRC Press

Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Artificial Intelligence for Games
  • Language: en
  • Pages: 898

Artificial Intelligence for Games

  • Type: Book
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  • Published: 2018-12-14
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  • Publisher: CRC Press

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for ...

AI for Games, Third Edition
  • Language: en
  • Pages: 997

AI for Games, Third Edition

  • Categories: Art
  • Type: Book
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  • Published: 2019-03-18
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  • Publisher: CRC Press

AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

AI for Games
  • Language: en
  • Pages: 85

AI for Games

  • Type: Book
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  • Published: 2021-11-15
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  • Publisher: CRC Press

What is artificial intelligence? How is artificial intelligence used in game development? Game development lives in its own technical world. It has its own idioms, skills, and challenges. That’s one of the reasons games are so much fun to work on. Each game has its own rules, its own aesthetic, and its own trade-offs, and the hardware it will run on keeps changing. AI for Games is designed to help you understand one element of game development: artificial intelligence (AI).

AI for Games, Third Edition
  • Language: en
  • Pages: 1031

AI for Games, Third Edition

  • Categories: Art
  • Type: Book
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  • Published: 2019-03-18
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  • Publisher: CRC Press

AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process

Game Physics Engine Development
  • Language: en
  • Pages: 481

Game Physics Engine Development

  • Categories: Art
  • Type: Book
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  • Published: 2007-03-07
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  • Publisher: CRC Press

Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help t

Artificial Intelligence for Games
  • Language: en
  • Pages: 898

Artificial Intelligence for Games

  • Type: Book
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  • Published: 2016-03-29
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  • Publisher: CRC Press

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

Real-Time Collision Detection
  • Language: en
  • Pages: 634

Real-Time Collision Detection

  • Categories: Art
  • Type: Book
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  • Published: 2004-12-22
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  • Publisher: CRC Press

Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algeb...

How to Cut a Cake
  • Language: en
  • Pages: 279

How to Cut a Cake

  • Type: Book
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  • Published: 2006-10-12
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  • Publisher: OUP Oxford

Welcome back to Ian Stewart's magical world of mathematics! This is a strange world of never-ending chess games, empires on the moon, furious fireflies, and, of course, disputes over how best to cut a cake. Each quirky tale presents a fascinating mathematical puzzle -- challenging, fun, and also introducing the reader to a significant mathematical problem in an engaging and witty way.

The Ingoldsby Legends; Or, Mirth and Marvels
  • Language: en
  • Pages: 348

The Ingoldsby Legends; Or, Mirth and Marvels

  • Type: Book
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  • Published: 1893
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  • Publisher: Unknown

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