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Books > Computing & IT > Computer software packages > Computer games
Learn and Implement game AI in Unity 2018 to build smart game
environments and enemies with A*, Finite State Machines, Behavior
Trees and NavMesh. Key Features Build richer games by learning the
essential concepts in AI for games like Behavior Trees and
Navigation Meshes Implement character behaviors and simulations
using the Unity Machine Learning toolkit Explore the latest Unity
2018 features to make implementation of AI in your game easier Book
DescriptionDeveloping Artificial Intelligence (AI) for game
characters in Unity 2018 has never been easier. Unity provides game
and app developers with a variety of tools to implement AI, from
the basic techniques to cutting-edge machine learning-powered
agents. Leveraging these tools via Unity's API or built-in features
allows limitless possibilities when it comes to creating your
game's worlds and characters. This fourth edition with Unity will
help you break down AI into simple concepts to give you a
fundamental understanding of the topic to build upon. Using a
variety of examples, the book then takes those concepts and walks
you through actual implementations designed to highlight key
concepts and features related to game AI in Unity. Further on,
you'll learn how to distinguish the state machine pattern and
implement one of your own. This is followed by learning how to
implement a basic sensory system for your AI agent and coupling it
with a Finite State Machine (FSM). Next, you'll learn how to use
Unity's built-in NavMesh feature and implement your own A*
pathfinding system. You'll then learn how to implement simple
flocks and crowd dynamics, which are key AI concepts in Unity.
Moving on, you'll learn how to implement a behavior tree through a
game-focused example. Lastly, you'll apply all the concepts in the
book to build a popular game. What you will learn Create smarter
game worlds and characters with C# programming Apply automated
character movement using pathfinding and steering behaviors
Implement non-player character decision-making algorithms using
Behavior Trees and FSMs Build believable and highly efficient
artificial flocks and crowds Create sensory systems for your AI
with the most commonly used techniques Construct decision-making
systems to make agents take different actions Explore the
application of machine learning in Unity Who this book is forThis
book is intended for Unity developers with a basic understanding of
C# and the Unity editor. Whether you're looking to build your first
game or are looking to expand your knowledge as a game programmer,
you will find plenty of exciting information and examples of game
AI in terms of concepts and implementation.
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League of Legends Beginners Guide
- Champions, Abilities, Runes, Summoner Spells, Items, Summoner's Rift and Strategies, Jungling, Warding, Trinket Guide, Freezing in Lane, Trading in Lane, Skins
(Paperback)
Ray McNulty
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R515
Discovery Miles 5 150
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Ships in 18 - 22 working days
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Embrace the mobile gaming revolution by creating popular iOS games
with Swift 4.2 Key Features Learn to create games for iPhone and
iPad with the latest Swift Programming language Understand the
fundamental concepts of game development like game physics, camera
action, sprites, controls, among others Build Augmented reality
games using ARKit for true performance Book DescriptionSwift is the
perfect choice for game development. Developers are intrigued by
Swift and want to make use of new features to develop their best
games yet. Packed with best practices and easy-to-use examples,
this book leads you step by step through the development of your
first Swift game. The book starts by introducing Swift's best
features - including its new ones for game development. Using
SpriteKit, you will learn how to animate sprites and textures.
Along the way, you will master physics, animations, and collision
effects and how to build the UI aspects of a game. You will then
work on creating a 3D game using the SceneKit framework. Further,
we will look at how to add monetization and integrate Game Center.
With iOS 12, we see the introduction of ARKit 2.0. This new version
allows us to integrate shared experiences such as multiplayer
augmented reality and persistent AR that is tied to a specific
location so that the same information can be replicated on all
connected devices. In the next section, we will dive into creating
Augmented Reality games using SpriteKit and SceneKit. Then,
finally, we will see how to create a Multipeer AR project to
connect two devices, and send and receive data back and forth
between those devices in real time. By the end of this book, you
will be able to create your own iOS games using Swift and publish
them on the iOS App Store. What you will learn Deliver powerful
graphics, physics, and sound in your game by using SpriteKit and
SceneKit Set up a scene using the new capabilities of the scene
editor and custom classes Maximize gameplay with little-known tips
and strategies for fun, repeatable action Make use of animations,
graphics, and particles to polish your game Understand the current
mobile monetization landscape Integrate your game with Game Center
Develop 2D and 3D Augmented Reality games using Apple's new ARKit
framework Publish your game to the App Store Who this book is forIf
you wish to create and publish iOS games using Swift, then this
book is for you. No prior game development or experience with Apple
ecosystem is needed.
Make your WebAssembly journey fun while making a game with it Key
Features Create a WebAssembly game that implements sprites,
animations, physics, particle systems, and other game development
fundamentals Get to grips with advanced game mechanics in
WebAssembly Learn to use WebAssembly and WebGL to render to the
HTML5 canvas element Book DescriptionWithin the next few years,
WebAssembly will change the web as we know it. It promises a world
where you can write an application for the web in any language, and
compile it for native platforms as well as the web. This book is
designed to introduce web developers and game developers to the
world of WebAssembly by walking through the development of a retro
arcade game. You will learn how to build a WebAssembly application
using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5. This book
covers a lot of ground in both game development and web application
development. When creating a game or application that targets
WebAssembly, developers need to learn a plethora of skills and
tools. This book is a sample platter of those tools and skills. It
covers topics including Emscripten, C/C++, WebGL, OpenGL,
JavaScript, HTML5, and CSS. The reader will also learn basic
techniques for game development, including 2D sprite animation,
particle systems, 2D camera design, sound effects, 2D game physics,
user interface design, shaders, debugging, and optimization. By the
end of the book, you will be able to create simple web games and
web applications targeting WebAssembly. What you will learn Build
web applications with near-native performance using WebAssembly
Become familiar with how web applications can be used to create
games using HTML5 Canvas, WebGL, and SDL Become well versed with
game development concepts such as sprites, animation, particle
systems, AI, physics, camera design, sound effects, and shaders
Deploy C/C++ applications to the browser using WebAssembly and
Emscripten Understand how Emscripten HTML shell templates,
JavaScript glue code, and a WebAssembly module interact Debug and
performance tune your WebAssembly application Who this book is
forWeb developers and game developers interested in creating
applications for the web using WebAssembly. Game developers
interested in deploying their games to the web Web developers
interested in creating applications that are potentially orders of
magnitude faster than their existing JavaScript web apps C/C++
developers interested in using their existing skills to deploy
applications to the web
Jump into the world of Game AI development About This Book * Move
beyond using libraries to create smart game AI, and create your own
AI projects from scratch * Implement the latest algorithms for AI
development and in-game interaction * Customize your existing game
AI and make it better and more efficient to improve your overall
game performance Who This Book Is For This book is for game
developers with a basic knowledge of game development techniques
and some basic programming techniques in C# or C++. What You Will
Learn * Get to know the basics of how to create different AI for
different type of games * Know what to do when something interferes
with the AI choices and how the AI should behave if that happens *
Plan the interaction between the AI character and the environment
using Smart Zones or Triggering Events * Use animations correctly,
blending one animation into another and rather than stopping one
animation and starting another * Calculate the best options for the
AI to move using Pruning Strategies, Wall Distances, Map Preprocess
Implementation, and Forced Neighbours * Create Theta algorithms to
the AI to find short and realistic looking paths * Add many
characters into the same scene and make them behave like a
realistic crowd In Detail The book starts with the basics examples
of AI for different game genres and directly jumps into defining
the probabilities and possibilities of the AI character to
determine character movement. Next, you'll learn how AI characters
should behave within the environment created. Moving on, you'll
explore how to work with animations. You'll also plan and create
pruning strategies, and create Theta algorithms to find short and
realistic looking game paths. Next, you'll learn how the AI should
behave when there is a lot of characters in the same scene. You'll
explore which methods and algorithms, such as possibility maps,
Forward Chaining Plan, Rete Algorithm, Pruning Strategies, Wall
Distances, and Map Preprocess Implementation should be used on
different occasions. You'll discover how to overcome some
limitations, and how to deliver a better experience to the player.
By the end of the book, you think differently about AI. Style and
approach The book has a step-by-step tutorial style approach. The
algorithms are explained by implementing them in #.
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