Game AI Pro 360: Guide to Movement and Pathfinding 1st Edition by Steve Rabin – Ebook PDF Instant Download/DeliveryISBN: 0429619670, 9780429619670
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Product details:
ISBN-10 : 0429619670
ISBN-13 : 9780429619670
Author: Steve Rabin
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
Game AI Pro 360: Guide to Movement and Pathfinding 1st table of contents:
1 Pathfinding Architecture Optimizations
2 Choosing a Search Space Representation
3 Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions
4 Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers
5 Techniques for Formation Movement Using Steering Circles
6 Collision Avoidance for Preplanned Locomotion
7 Crowd Pathfinding and Steering Using Flow Field Tiles
8 Efficient Crowd Simulation for Mobile Games
9 Animation-Driven Locomotion with Locomotion Planning
10 JPS+: An Extreme A* Speed Optimization for Static Uniform Cost Grids
11 Subgoal Graphs for Fast Optimal Pathfinding
12 Theta* for Any-Angle Pathfinding
13 Advanced Techniques for Robust, Efficient Crowds
14 Context Steering: Behavior-Driven Steering at the Macro Scale
15 Guide to Anticipatory Collision Avoidance
16 Hierarchical Architecture for Group Navigation Behaviors
17 Dynamic Obstacle Navigation in Fuse
18 Steering against Complex Vehicles in Assassin’s Creed Syndicate
19 Predictive Animation Control Using Simulations and Fitted Models
20 Fast Cars, Big City: The AI of Driver San Francisco
21 A Unified Theory of Locomotion
22 RVO and ORCA: How They Really Work
23 Optimization for Smooth Paths
24 3D Flight Navigation Using Sparse Voxel Octrees
25 Faster A* with Goal Bounding
26 Faster Dijkstra Search on Uniform Cost Grids
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Tags: Game, AI Pro, Movement, Pathfinding, Steve Rabin