Paul Roberts – författare
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519 kr
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Contemporary organisations proliferate with projects. Managing projects, working with project managers and delivering project excellence have become fundamental skills in the world of business, resulting in an array of approaches, tools and techniques that can bewilder. This shortform text homes in on the absolute essential elements of the field.
With practical insights throughout, the book provides readers with a concise understanding of key concepts, techniques and outcomes such as ownership, execution, success, quality, budgets and risks. Features include essential summaries and expert guides to further reading.
Authored by an experienced project and change management practitioner, consultant and educator, this unique resource will be essential reading for students of project management looking to excel in employment.
519 kr
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Contemporary organisations proliferate with projects. Managing projects, working with project managers and delivering project excellence have become fundamental skills in the world of business, resulting in an array of approaches, tools and techniques that can bewilder. This shortform text homes in on the absolute essential elements of the field.
With practical insights throughout, the book provides readers with a concise understanding of key concepts, techniques and outcomes such as ownership, execution, success, quality, budgets and risks. Features include essential summaries and expert guides to further reading.
Authored by an experienced project and change management practitioner, consultant and educator, this unique resource will be essential reading for students of project management looking to excel in employment.
969 kr
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This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.
Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.
This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.
969 kr
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This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making. Written to be easily accessible, each topic is accompanied by an example game that allows the reader to add their own code to see the effects their changes have.
Each chapter is split into two parts. The first part covers the necessary theory in a friendly, conversational manner, using visual examples and fictional game scenarios to give additional context. The second part is a coding tutorial in C# for the topic at hand. Each chapter has its own example game available to download, written in C# in the Unity Game Engine.
This book will be suitable for students and aspiring games programmers looking to gain a grounding in game AI techniques.
1 754 kr
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The campus has a deep-rooted prestige as a place of teaching, learning and nurturing. Conjuring images of cloistered quadrangles, of sunny lawns, of wood-panelled libraries, it is a word viscerally charged with centuries of scholarly tradition. And yet it is also a place of cutting-edge science, vibrancy and energy. It is this dual nature, this concurrent adherence to tradition and innovation, which renders the physical environment of the university such a redolent, enduring and dynamic realm. However, it also means that the twenty-first-century campus is a highly challenging and exacting landscape to design and manage successfully.
Today, the scale of the pressures and the rate of change facing higher education institutions are greater than ever. Squeezed public spending, growing societal expectations and the broadening education ambitions of developing nations are set against a backdrop of rapid technological progress and changing pedagogies. What are the repercussions for the physical realities of university planning and architecture? And how are university campuses adapting to contend with these pressures?
University Trends: Contemporary Campus Design introduces the most significant, widespread, and thought-provoking trends that are currently shaping the planning and architecture of higher education institutions across the world. Within this completely revised third edition, Part One identifies current patterns such as student hubs, large-scale expansions and buildings for innovation and interdisciplinary research. Part Two profiles these through recent, well-illustrated, global case studies. This is the essential guide to current and future trends in campus design.
1 754 kr
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The campus has a deep-rooted prestige as a place of teaching, learning and nurturing. Conjuring images of cloistered quadrangles, of sunny lawns, of wood-panelled libraries, it is a word viscerally charged with centuries of scholarly tradition. And yet it is also a place of cutting-edge science, vibrancy and energy. It is this dual nature, this concurrent adherence to tradition and innovation, which renders the physical environment of the university such a redolent, enduring and dynamic realm. However, it also means that the twenty-first-century campus is a highly challenging and exacting landscape to design and manage successfully.
Today, the scale of the pressures and the rate of change facing higher education institutions are greater than ever. Squeezed public spending, growing societal expectations and the broadening education ambitions of developing nations are set against a backdrop of rapid technological progress and changing pedagogies. What are the repercussions for the physical realities of university planning and architecture? And how are university campuses adapting to contend with these pressures?
University Trends: Contemporary Campus Design introduces the most significant, widespread, and thought-provoking trends that are currently shaping the planning and architecture of higher education institutions across the world. Within this completely revised third edition, Part One identifies current patterns such as student hubs, large-scale expansions and buildings for innovation and interdisciplinary research. Part Two profiles these through recent, well-illustrated, global case studies. This is the essential guide to current and future trends in campus design.
860 kr
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Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world.
The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.
Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more.
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 will also spark ideas for new approaches.
This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.
852 kr
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Game AI Uncovered: Volume One kicks off a brand-new series of books that focus on the development of artificial intelligence in video games. This volume brings together the collected wisdom, ideas, tricks, and cutting-edge techniques from 20 of the top game AI professionals and researchers from around the world.
The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Hood: Outlaws and Legends, The Escapists 2, Sackboy: A Big Adventure, Call of Duty: Strike Team, GTI+ Club, Split/Second, Sonic All Stars Racing Transformed, Luna Abyss, Medal of Honor Heroes I & II, Age of Empires IV, Watch Dogs, Battlefield 2042, Plants vs. Zombies: Battle for Neighborville, Dead Space, and more.
Contained within this volume are overviews and insight covering a host of different areas within game AI, including situational awareness, pathfinding, tethering, squad behaviours, coordination, auto-generating navigation link data, fluid movement, combining behaviour and animation systems, pedal control for cars, tactical positioning, level of detail, infinite axis utility systems, hierarchical state machines, bots for testing, reactive behaviour trees, and more.
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 will also spark ideas for new approaches.
This volume includes chapters written by Andy Brown, Dr Allan Bruce, Richard Bull, Laurent Couvidou, Steven Dalton, Michele Ermacora, Jonas Gillberg, Dale Green, Johan Holthausen, Dr Aitor Santamaría Ibirika, Dr Nic Melder, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Paul Roberts, David Rogers, Andrea Schiel, Huw Talliss, Dr Tommy Thompson, and David Wooldridge.
843 kr
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1 953 kr
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742 kr
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742 kr
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2 025 kr
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2 025 kr
Skickas inom 10-15 vardagar
757 kr
Skickas inom 10-15 vardagar
2 025 kr
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757 kr
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757 kr
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685 kr
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685 kr
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877 kr
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Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.
The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.
Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation‑driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.
Beginners in the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but also spark ideas for new approaches.
This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.
869 kr
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Game AI Uncovered: Volume Three continues the series with another collection of chapters from 18 of the top game AI professionals and researchers, from around the world. Each chapter includes wisdom, ideas, tips, and tricks that were used in the development of video games.
The techniques discussed in these pages cover the underlying development of a wide array of published titles, including Watch Dogs: Legion, City of Gangsters, Eve: Valkyrie, Firefall, The Persistence, Advance Soccer, Alpha Beta Gunner, and Luna Abyss.
Contained within this volume are insights that cover a host of different areas within game AI, including vehicle AI, simulating social norms, AI spawning fundamentals, pathfinding, creation of characters using components, animation‑driven behaviour, tactical positioning in football, automated testing, abstract pattern matching, and machine learning for games.
Beginners in the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of their own games but also spark ideas for new approaches.
This volume includes chapters written by Dr Allan Bruce, Anubha Banerjee, Bruno Rebaque, Dale Green, David Wooldridge, Eric S. Le Saux, Greg Irwin, Jason Lok Heng Chin, Johan Holthausen, John Reynolds, Mathias Siemonsmeier, Michele Condò, Dr Nic Melder, Paul Roberts, Phil Carlisle, Richard Bull, Robert Zubek, and Tobias Karlsson.