Buch, Englisch, 240 Seiten, Format (B × H): 156 mm x 234 mm
Navigation
Buch, Englisch, 240 Seiten, Format (B × H): 156 mm x 234 mm
ISBN: 978-1-041-30717-4
Verlag: CRC Press
Paul Roberts’ Game AI Uncovered Focus: Navigation brings together twenty chapters from the first five volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of agent navigation in game development.
The techniques covered in these pages cover the underlying development of a wide array of published titles, including Speedball, Lords of the Fallen, Dishonored, Dishonored 2, Battlefield 2042, Wheelman, Plants vs. Zombies: Battle for Neighborville, The Escapists, The Survivalists, EVE: Valkyrie, Dead Space, amongst others.
Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to pathfinding, path-following, environment steering, flow fields, 3D navigation, vehicle navigation, creature navigation, nav-mesh usage, tethering, navigating broken data, and how to determine how believable a path is.
Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches.
This anthology includes chapters written by Dr Allan Bruce, Andy Brown, Jason Lok Heng Chin, Laurent Couvidou, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dale Green, Johan Holthausen, Tobias Karlsson, Slavomir Krbyla, Bruno Rebaque, Sarat Rallabandi, Paul Roberts, and Marc Vassallucci.
Zielgruppe
Professional Practice & Development and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Introduction
1. Applications of Vector Fields in AI – The Navigation System of Speedball
2. Go with the Flow: Flow Fields - Beyond a Single Target
3. Environment Steering
4. Believable Routes: A Pathfinding Acceptability Metric
5. Low-Cost, Mutable Path-Planning Spaces
6. The Corridor Map Method – A Different Approach to Pathfinding
7. JP-DRS: Jump-Point Directed Recursion Search
8. Implementing a Simple 3D Waypoint Grid for Efficient Pathfinding in Eve: Valkyrie
9. Creature Navigation in the Air and on the Ground
10. Beyond Basic Pathfinding: Natural NPC Movement
11. Fluid Movement
12. AI Under Lockdown: Various Approaches to NPC Tethering
13. Low Bandwidth, Synchronised Path Following in Team17’s The Survivalists
14. Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes
15. High Speed Vehicle Driving in Wheelman
16. Recast Navigation
17. Auto Generating Navigation Link Data
18. Using Nav-Mesh Flood Fill to Speed Up Environment Querying
19. Creating Clean Navigation Data in Lords of the Fallen
20. Navigating Broken Data




