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Game AI Pro 360: Guide to Movement and Pathfinding

Autor Steve Rabin
en Limba Engleză Hardback – 25 sep 2019
Steve Rabin’s Game AI Pro 360: Guide to Movement and Pathfinding gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering movement and pathfinding in game AI. This volume is complete with articles by leading game AI programmers that explore better ways to smooth paths, avoid obstacles, and navigate 3D space with cutting-edge techniques.
Key Features
  • Provides real-life case studies of game AI in published commercial games
  • Material by top developers and researchers in Game AI
  • Downloadable demos and/or source code available online
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Specificații

ISBN-13: 9780367151133
ISBN-10: 0367151138
Pagini: 314
Ilustrații: 2 Tables, black and white; 132 Illustrations, black and white
Dimensiuni: 191 x 235 mm
Greutate: 0.7 kg
Ediția:1
Editura: CRC Press
Colecția CRC Press

Cuprins

About the Editor
About the Contributors
Introduction
1 Pathfinding Architecture Optimizations
Steve Rabin and Nathan R. Sturtevant
2 Choosing a Search Space Representation
Nathan R. Sturtevant
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
D. Hunter Hale and G. Michael Youngblood
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake
5 Techniques for Formation Movement Using Steering Circles
Stephen Bjore
6 Collision Avoidance for Preplanned Locomotion
Bobby Anguelov
7 Crowd Pathfinding and Steering Using Flow Field Tiles
Elijah Emerson
8 Efficient Crowd Simulation for Mobile Games
Graham Pentheny
9 Animation-Driven Locomotion with Locomotion Planning
Jarosław Ciupiński
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
Steve Rabin and Fernando Silva
11 Subgoal Graphs for Fast Optimal Pathfinding
Tansel Uras and Sven Koenig
12 Theta* for Any-Angle Pathfinding
Alex Nash and Sven Koenig
13 Advanced Techniques for Robust, Efficient Crowds
Graham Pentheny
14 Context Steering: Behavior-Driven Steering at the Macro Scale
Andrew Fray
15 Guide to Anticipatory Collision Avoidance
Stephen J. Guy and Ioannis Karamouzas
16 Hierarchical Architecture for Group Navigation Behaviors
Clodéric Mars and Jérémy Chanut
17 Dynamic Obstacle Navigation in Fuse
Jan Müller
18 Steering against Complex Vehicles in Assassin’s Creed Syndicate
Eric Martel
19 Predictive Animation Control Using Simulations and Fitted Models
Ingimar Hólm Gudmundsson, Hendrik Skubch, Fabien Gravot, and Youichiro Miyake
20 Fast Cars, Big City: The AI of Driver San Francisco
Chris Jenner and Sergio Ocio Barriales
21 A Unified Theory of Locomotion
Graham Pentheny
22 RVO and ORCA: How They Really Work
Ben Sunshine-Hill
23 Optimization for Smooth Paths
Mark Langerak
24 3D Flight Navigation Using Sparse Voxel Octrees
Daniel Brewer
25 Faster A* with Goal Bounding
Steve Rabin and Nathan R. Sturtevant
26 Faster Dijkstra Search on Uniform Cost Grids
Nathan R. Sturtevant and Steve Rabin

Notă biografică

Steve Rabin has 15 years at Nintendo of America, 4 years at various game developer start-ups, and 7 years of college teaching experience. He has been the invited keynote speaker at several academic AI conferences, founder and summit advisor for the AI Summit at GDC, GDC speaker, and founder/manager of the AI Game Programmers Guild.

Descriere

Cutting-edge game AI movement and pathfinding techniques primarily from game developers of shipped commercial games. The book acts as a toolbox of techniques that can be applied to many common and not-so-common situations.