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Learn to make games that are more fun and engaging! Building on
fundamental principles of Artificial Intelligence, Funge explains
how to create Non-Player Characters (NPCs) with progressively more
sophisticated capabilities. Starting with the basic capability of
acting in the game world, the book explains how to develop NPCs who
can perceive, remember what they perceive, and then continue in the
game play to think about the effects of possible actions, and
finally learn from their experience. Funge considers the system
architecture and explains how to implement potential behaviors
(both reactive and deliberate) for intelligent and responsive NPCs
allowing for games that are more fun and engaging. Emphasizing
enduring design principles, Funge covers the basics of Game AI and
provides a clear, easy to read introduction that beginning
programmers and game designers will enjoy.
Learn to make games that are more fun and engaging! Building on
fundamental principles of Artificial Intelligence, Funge explains
how to create Non-Player Characters (NPCs) with progressively more
sophisticated capabilities. Starting with the basic capability of
acting in the game world, the book explains how to develop NPCs who
can perceive, remember what they perceive, and then continue in the
game play to think about the effects of possible actions, and
finally learn from their experience. Funge considers the system
architecture and explains how to implement potential behaviors
(both reactive and deliberate) for intelligent and responsive NPCs
allowing for games that are more fun and engaging. Emphasizing
enduring design principles, Funge covers the basics of Game AI and
provides a clear, easy to read introduction that beginning
programmers and game designers will enjoy.
John Funge introduces a new approach to creating autonomous
characters. Cognitive modeling provides computer-animated
characters with logic, reasoning, and planning skills. Individual
chapters in the book provide concrete examples of advanced
character animation, automated cinematography, and a real-time
computer game. Source code, animations, images, and other resources
are available at the book's website, listed below.
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