Steve Rabin (Nintendo of America, Redmond, Washington, USA)
Game AI Pro 360
Guide to Movement and Pathfinding
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Steve Rabin (Nintendo of America, Redmond, Washington, USA)
Game AI Pro 360
Guide to Movement and Pathfinding
- Broschiertes Buch
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.
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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.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 296
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 231mm x 191mm x 18mm
- Gewicht: 604g
- ISBN-13: 9780367151119
- ISBN-10: 0367151111
- Artikelnr.: 57940934
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 296
- Erscheinungstermin: 23. September 2019
- Englisch
- Abmessung: 231mm x 191mm x 18mm
- Gewicht: 604g
- ISBN-13: 9780367151119
- ISBN-10: 0367151111
- Artikelnr.: 57940934
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.
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 Jaros
aw Ciupi
ski 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
aw Ciupi
ski 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
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 Jaros
aw Ciupi
ski 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
aw Ciupi
ski 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