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Message from Dean - May 8th 2007
I am currently testing out a new version of the APF Bridge Component - If you notice any errors within this demo store please drop me a line.
List Price: $69.95Amazon.com's Price: $44.07 You Save: $25.88 (37%)Prices subject to change.
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Binding: Hardcover
Dewey Decimal Number: 784.81536
EAN: 9781584504573
Edition: 1
ISBN: 1584504579
Label: Charles River Media
Manufacturer: Charles River Media
Number Of Items: 1
Number Of Pages: 768
Publication Date: March 09, 2006
Publisher: Charles River Media
Studio: Charles River Media
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Editorial Review:
Product Description: AI Game Programming Wisdom 3 grants you an insider's look at cutting-edge AI techniques used by industry professionals in such games as Fable, Halo 2, and the Battlefield series. Successful commercial games like these require years of research and development in order to deliver exciting, new gameplay experiences. The wealth of knowledge gained through this hard work is invaluable and by sharing it, the 50+ authors in this book have generously given you the tools and techniques you need to build top tier games. In AI Game Programming Wisdom 3, you'll find an entirely new collection of exclusive tips, tricks, techniques, algorithms, and architectures that can't be found anywhere else. And as with previous volumes, the goal of this book is to offer useful, insightful, and clever ideas to help expand your own personal AI toolbox. New to this volume is the inclusion of longer and more detailed articles that allow for a more in-depth exploration of each topic. With this book, you'll be standing on the shoulders of game industry giants and taking advantage of their hard earned wisdom and insights. So take these techniques, build upon them, and lead the industry toward innovative gameplay and the next generation of games.
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i'm surprised more people haven't reviewed this book (there's only 1 review at the time i write this). It's a really, really good book, i expected more reviews.
Since what this book is isn't exactly obvious from the description, i figured i should explain it.
Like the first two volumes, this book is a collection of articles, generally 5-10 pages each. The book is roughly 800 pages long, so that's a lot of articles.
Each article is on a different topic and most are written by different people. A handful of authors wrote two articles, but realize that a *lot* of people contributed to this, and each is an expert in different areas, have different writing styles and represent different games.
i believe most of the authors are professional game AI developers who've worked on big name games. There are also articles by professors and game AI hobbyists (who shortly after writing in this series became professionals). Most write in a way you can ... Read More
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Computer gaming continues to grow at a very rapid rate. In fact much of the development of the new higher speed chips and of course the high performance video cards are being driven by the needs of the gaming people.
Computer gaming software also continues to grow, perhaps even faster than gaming itself. Because of the rapid state of software development, no one author could possibly keep up with all of the changes that are taking place.
So in this book Steve Rabin, of Nintendo of America has gotten almost sixty of the most advanced gaming software developers to write articles explaining the state of the art as they are helping to develop it. The writers come from a mix of software companies, universities, independent consultants, and game hardware developers. This is the state of the art in the development of artificial intelligence for games.
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