Game Development Books
Featured Book
-
Blender Master Class: A Hands-On Guide to Modeling, Sculpting, Materials, and Rendering
By Ben Simonds
Buy from Amazon:
Top Selling Books
-
1. Super Scratch Programming Adventure!:...
By The LEAD Project, Sales Rank #2287 -
2. Introduction to 3D Game Programming w...
By Frank Luna, Sales Rank #25775 -
3. Mathematics for 3D Game Programming a...
By Eric Lengyel, Sales Rank #26074 -
4. Blender Master Class: A Hands-On Guid...
By Ben Simonds, Sales Rank #53227 -
5. The Multiplayer Classroom: Designing...
By Lee Sheldon, Sales Rank #56213 -
6. Game Development Essentials: An Intro...
By Jeannie Novak, Sales Rank #57534 -
7. Character Development in Blender 2.5
By Jonathan Williamson, Sales Rank #71288 -
8. Unreal Development Kit Game Programmi...
By Rachel Cordone, Sales Rank #112005 -
9. Real-Time Shadows
By Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer, Sales Rank #165280 -
10. Core HTML5 Canvas: Graphics, Animatio...
By David Geary, Sales Rank #174063
Latest Books
- 1. Blender Master Class: A Hands-On Guide to Modeling, Sculpting, Materials, and Rendering By Ben Simonds
- 2. Shipping Greatness: Practical lessons on building and launching outstanding software, learned on the job at Google and Amazon By Chris Vander Mey
- 3. Super Scratch Programming Adventure!: Learn to Program By Making Cool Games By The LEAD Project
- 4. Learn Objective-C on the Mac: For OS X and iOS By Scott Knaster, Waqar Malik, Mark Dalrymple
- 5. Core HTML5 Canvas: Graphics, Animation, and Game Development (Core Series) By David Geary
Programming Game AI by Example
![]() |
By Mat Buckland Published September 2004 List Price: Amazon.com Sales Rank: 72,632 Availability: Usually ships in 24 hours Summary: With the recent success of such games as Microsoft's Halo, artificial intelligence has taken a bigger role in the gaming industry and a few books have emerged with an academic, theoretical approach to the topic. AI Game Programming by Example describes in detail many of the AI techniques used in modern computer games and, more importantly, explicitly shows the reader how to implement these practical AI techniques within the framework of several popular game genres. These features, combined with the exercises throughout the book, provide game developers with a practical foundation to game AI. Similar Books:
Buy it now: |








7 Comments
Mat presents the material in an easy going but focused manner. I highly recommend the book!!!
0. Physics/Math Primer
1. WestWorld (finite state machine and all the goodies it entails [messaging])
2. Autonomous Moving Game Agents (Steering, Flocking)
3. "Simple Soccer" (soccer simulation)
4. Pathfinding (A*, Breadth First, etc)
5. Scripting
6. Raven (2d Shooter game. Much like Quake in terms of gameplay, pretty awesome)
It also has appendixes for:
C++ Templates
UML Class Diagrams
Overall what I've gone over so far (some steering and FSM) has been explained in a very good manner. Matt is not hard to understand and tries to relate ideas to gaming.
Note: I also used some of the stuff I "learned" in the Finite State Machine chapter.
It's not perfect though:
The reasoning behind the use/implementation of fuzzy logic in the Raven game seems a bit forced (a better example would have made more sense). This isn't a big deal though, because the chapter is still well written and gets the point across.
The only real complaint I have is the map editor used for the game created in the book (Raven). For a book that is SO superb at showing real world examples of everything talked about, very little is shown or said about the editor. The information that is presented wrt the editor is limited to notes and blurbs intermixed with the rest of the content - and no source is provided for it; only the exe.
Keep in mind that this is a SMALL complaint, as it's not incredibly difficult to figure out making your own... but it adds a time barrier between reading the material and trying it out on your own - especially for me as I was re-writing the book from the C++ presented to C# for XNA.
It's very fresh especially if you're coming from books about traditional AI - which are usually horribly boring.
If that's not enough, I was really impressed with the math and physics primer in the beginning. The author makes all the necessary points clear while providing game related examples. If you're unfamiliar with the required math and physics, the examples are just enough to get you on your way without bogging you down with important yet unnecessary (for this level) details.
All in all, highly recommended for the beginning AI programmer.