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rabin steve - game ai pro 360: guide to movement and pathfinding

Game AI Pro 360: Guide to Movement and Pathfinding

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Lingua: Inglese

CRC Press

Pubblicazione: 09/2019
Edizione: 1° edizione

Note Editore

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


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 Jaroslaw Ciupinski 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


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.

Altre Informazioni



Condizione: Nuovo
Dimensioni: 9.25 x 7.5 in Ø 1.22 lb
Formato: Brossura
Illustration Notes:132 b/w images and 2 tables
Pagine Arabe: 296
Pagine Romane: xviii

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