000 01504cam a22003374a 4500
001 u2907
003 SA-PMU
005 20210418124624.0
008 040628s2005 txua b 001 0 eng
010 _a 2004015103
040 _aDLC
_beng
_cDLC
_dOCLCQ
_dBAKER
_dBTCTA
_dYDXCP
_dIG#
_dYOM
_dMOF
_dHEBIS
_dDEBBG
_dOCL
_dOCLCQ
_dZWZ
_dDEBSZ
020 _a1556220782 (pbk.)
020 _a9781556220784 (pbk.)
035 _a(OCoLC)55797936
042 _apcc
050 0 0 _aQA76.76.C672
_bB85 2005
082 0 0 _a794.8/1526
_222
100 1 _aBuckland, Mat.
245 1 0 _aProgramming game AI by example /
_cMat Buckland.
260 _aPlano, Tex. :
_bWordware Pub.,
_c2005.
300 _axxi, 495 p. :
_bill. ;
_c23 cm.
504 _aIncludes bibliographical references (p. 477-478) and index.
505 0 _aA math and physics primer -- State-driven agent design -- How to create autonomously moving game agents -- Sports simulation-simple soccer -- The secret life of graphs -- To script, or not to script, that is the question -- Raven: an overview -- Practical path planning -- Goal-driven agent behavior -- Fuzzy logic -- Appendix A: C++templates -- Appendix B: UML class diagrams -- Appendix C: Setting up your development environment.
650 0 _aComputer games
_xDesign.
650 0 _aComputer games
_xProgramming.
650 0 _aComputer graphics.
856 4 1 _3Table of contents
_uhttp://catdir.loc.gov/catdir/toc/ecip0419/2004015103.html
942 _cBOOK
994 _aZ0
_bSUPMU
596 _a1 2
999 _c8844
_d8844