AI For Game Developers

David M. Bourg, " AI for Game Developers" (Repost)  

Posted by s13tas at Sept. 25, 2012
David M. Bourg, " AI for Game Developers" (Repost)

David M. Bourg, " AI for Game Developers"
ISBN: 0596005555 | edition 20041 | PDF | 463 pages | 5 mb

Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.

AI for Game Developers by Glenn Seemann [Repost]  

Posted by tanas.olesya at Nov. 13, 2014
AI for Game Developers by Glenn Seemann [Repost]

AI for Game Developers by Glenn Seemann
O'Reilly Media; 1 edition | August 2, 2004 | English | ISBN: 0596005555 | 400 pages | CHM | 2 MB

Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play.

AI for Game Developers (Re Up)  

Posted by sao_cu_khoa_ong at Feb. 20, 2009
AI for Game Developers (Re Up)

AI for Game Developers
O'Reilly Media; 1 edition (July 23, 2004) | ISBN-10: 0596005555 | CHM | 2,8 Mb | 371 pages

Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.

AI for Game Developers by David M. Bourg, Glenn Seemann  eBooks & eLearning

Posted by Alexpal at Jan. 18, 2007
AI for Game Developers  by  David M. Bourg, Glenn Seemann

AI for Game Developers by David M. Bourg, Glenn Seemann
Publisher: O'Reilly Media; 1 edition (July 23, 2004) | ISBN-10: 0596005555 | CHM | 2,8 Mb | 371 pages

Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players with dazzling graphics; the next step in creating even more immersive games is improved artificial intelligence, or AI.

Pixel Art for Game Developers  

Posted by AlenMiler at Dec. 22, 2015
Pixel Art for Game Developers

Pixel Art for Game Developers by Daniel Silber
English | Aug. 18, 2015 | ISBN: 1482252309 | 256 Pages | AZW4/PDF (True) | 44.16 MB/43.43 MB

Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers.
Beginning Pre-Calculus for Game Developers (Applied Mathematics) by Ph.D. John P Flynt [Repost]

Beginning Pre-Calculus for Game Developers (Applied Mathematics) by Ph.D. John P Flynt
English | Sep 1, 2006 | ISBN: 1598632914 | 334 Pages | PDF | 5 MB

Successful game programming requires at least a rudimentary understanding of central math topics. While most books neglect the point-by-point details that are necessary to truly hone these skills, Beginning Pre-Calculus for Game Developers tackles each task head on, using easy-to-understand, hands-on exercises.

Physics for Game Developers by David M Bourg [Repost]  

Posted by tanas.olesya at April 27, 2015
Physics for Game Developers by David M Bourg [Repost]

Physics for Game Developers (Scan) by David M Bourg
English | Nov 15, 2001 | ISBN: 0596000065 | 350 Pages | PDF | 7 MB

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation.
Beginning Math Concepts for Game Developers (Applied Mathematics) by Ph.D. John P Flynt

Beginning Math Concepts for Game Developers (Applied Mathematics) by Ph.D. John P Flynt
Cengage Learning PTR; 1 edition | October 10, 2006 | English | ISBN: 1598632906 | 352 pages | CHM | 8 MB

Successful game programmers understand that in order to take their skills beyond the basics, they must have an understanding of central math topics; however, finding a guide that explains how these topics relate directly to games is not always easy. Beginning Math Concepts for Game Developers is the solution!

Physics for Game Developers [Repost]  

Posted by AlenMiler at July 30, 2014
Physics for Game Developers [Repost]

Physics for Game Developers by David M. Bourg
O'Reilly Media | Nov 15 2001 | ISBN: 0596000065 | Pages: 336 | PDF | 3.93 MB

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for enriching games with physics-based realism.

Data Structures and Algorithms for Game Developers [Repost]  

Posted by ChrisRedfield at June 12, 2014
Data Structures and Algorithms for Game Developers [Repost]

Allen Sherrod - Data Structures and Algorithms for Game Developers
Published: 2007-05-04 | ISBN: 1584504951 | PDF | 560 pages | 6 MB