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Ai Game Programming For Beginners

Description: Please refer to the section BELOW (and NOT ABOVE) this line for the product details - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Title:Ai Game Programming For BeginnersISBN13:9781481833387ISBN10:1481833383Author:Bandara, Uditha (Author)Description:(This is a RePrint) - Ai Game Programming For Beginners Chapter 01 - Pathfinding Path Finding Is About Finding The Best Path To The Destination This Chapter Focus In Breadth-First, Best-First, And A* (A-Star) Pathfinding Algorithms 1 Pathfinding Algorithms * Breadth-First * Best-First * A* (A-Star) 2 Implementing Pathfinding In Xna * Creating Realistic Enemy Movement Sample Chapter 02 - Chase, Evade And Wander Chase And Evade Ai Behavior Can Be Used In Situations Like Enemy Ai Implementations Wandering Ai Can Be Used For Ai Based Characters In Virtual Worlds 1 Chase And Evade Algorithm *One Object Turn Toward Another Object (Chase) *One Object Turn Away From Another Object (Evade) 2 Wandering Ai Algorithm * Object Behavior Is Not Effecting To Another Object (Wander) 3 Implementing Chase, Evade And Wander Ai In Xna * Cat, Mouse And Dog Objects Behaving For Chase, Evade And Wander Chapter 03 - Aiming Aiming Can Be Useful To Create Projectile Based Enemy Ai Shooting Algorithm Will Decide Best Suitable Gun Projection 1 Aiming Projectile Algorithm * One 2D Object Aim Toward Another Object For Spotlights, Guns Etc 2 Implementing Aiming In Xna * Aiming For Enemy Object By Using A Spotlight Chapter 04 - Tactical And Strategic Ai Rts Games Use Waypoint Navigation To Follow Orders In Moving Units It Could Be Linear Behavior For Enemy Units Or Steering Behavior For Vehicles 1 Linear And Steering Waypoint Algorithm * Object Following Specific Path That Provided By The User 2 Implementing Waypoint Algorithm In Xna * Rts Units (Both Human And Vehicle Objects) Following Orders To Go On The Specify Path Chapter 05 - Flocking Flocking Ai Model Can Be Used For Collective Animal Behaviors Of Birds, Fish, Insects Etc Separation, Alignment And Cohesion Are Key Properties Of Flocking Ai Behavior 1 Flocking Algorithm With Separation, Alignment And Cohesion * Set Of Objects Formation To Create Similar Behavior 2 Implementing Flocking In Xna * Creating Both Birds And Insects Flocking Behaviors Sample Binding:Paperback, PaperbackPublisher:Createspace Independent Publishing PlatformPublication Date:2012-12-24Weight:0.92 lbsDimensions:0.45'' H x 11.02'' L x 8.5'' WNumber of Pages:174Language:English

Price: 37.81 USD

Location: USA

End Time: 2024-10-28T08:17:00.000Z

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Ai Game Programming For Beginners

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Book Title: Ai Game Programming For Beginners

Number of Pages: 174 Pages

Language: English

Publication Name: Ai Game Programming for Beginners

Publisher: CreateSpace

Item Height: 0.4 in

Publication Year: 2012

Subject: Intelligence (Ai) & Semantics

Item Weight: 18.4 Oz

Type: Textbook

Author: Uditha Bandara

Item Length: 11 in

Subject Area: Computers

Item Width: 8.5 in

Format: Trade Paperback

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