AI Game Programming Wisdom (Game Development Series) by Steve Rabin

By Steve Rabin

Find out how AI specialists create clever online game items and characters with this primary quantity within the AI video game Programming knowledge sequence. This precise selection of articles offers programmers and builders entry to the insights and knowledge of over thirty AI professionals. each one article delves deep into key AI video game programming concerns and offers insightful new principles and methods that may be simply built-in into your personal video games. every thing from normal AI architectures, rule dependent platforms, level-of-detail AI, scripting language concerns, to professional platforms, fuzzy common sense, neural networks, and genetic algorithms are completely lined. if you are a video game programmer (AI/logic, front-end, consumer interface, instruments, pics, etc.) this finished source can help you are taking your talents and information to the following point.

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The Canvas keeps track of content controls, which are separate hierarchies of controls that render from bottom to top. The main content control is a screen in the shell that can be covered by any number of floating windows or dialog boxes. A Profile class maintains common instance data across a set of controls. Information such as font face, colors, bitmaps, and sound data are all stored in instances of the Profile class, so that they don't need to be replicated on each control. A Control class is the root class for all the GUI controls in the system.

The player was then presented with either a first- or third-person point of view of the scene his character was experiencing. Adventure games are heavily story based and typically very linear. You have to find your way from one major accomplishment to the next. As the story develops, you soon become more capable of predicting where the game is going. Your success derives from your ability to anticipate and make the best choices. Some well-known examples of adventure games are The King's Quest series, The Longest Journey, and Syberia.

In the second part of the chapter, we'll establish what the essential elements of a 3D game are and how we will address them. Throughout the book you will encounter references to different genres, or types, of games, usually mentioned as examples of where a particular feature is best suited or where a certain idea may have originally appeared. In this chapter we will discuss the most common of the 3D game genres. We will also discuss game development roles; I will lay out "job descriptions" for the roles of producer, designer, programmer, artist, and quality assurance specialist (or game tester).

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