Nicholas Dent – illustratör
Upptäck titlar med illustrationer av Nicholas Dent.
6 produkter
6 produkter
780 kr
Skickas
Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty‑three 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 Lords of the Fallen, Assassin’s Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, and Ara: History Untold.Contained within this volume are insights that cover a host of different areas within game AI, including long‑term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level‑of‑detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, and pathfinding. Beginners in the field 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 will spark ideas for new approaches.This volume includes chapters written by Eric Alzheimer, Dr. Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr. Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr. Nic Melder, David Soler Bartomeu, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.
2 089 kr
Kommande
Game AI Uncovered: Volume Five continues the series with another collection of chapters from twenty‑three 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 Lords of the Fallen, Assassin’s Creed Nexus, Soccer Kids, Luna Abyss, Race Driver: Grid, Speedball, Dirt, Psychonauts 2, F1, and Ara: History Untold.Contained within this volume are insights that cover a host of different areas within game AI, including long‑term planning, AI directors, smart objects, intelligent cover, NPC agitation, utility AI, dynamic enemy behaviour, level‑of‑detail AI, creating clean navigation data, driver assists, animal behaviours, boss behaviours, recast navigation, utility AI, vector fields, Monte Carlo tree search, and pathfinding. Beginners in the field 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 will spark ideas for new approaches.This volume includes chapters written by Eric Alzheimer, Dr. Vicky Bloom, Andy Brown, William Chambers, Laurent Couvidou, Philip Dunstan, Matt Eland, Dr. Dominik Gotojuch, David Guzman, Slavomir Krbyla, Carl Viktor Benjamin Lundström, Dr. Nic Melder, David Soler Bartomeu, Sarat Rallabandi, Bruno Rebaque, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Mateo Saldivar, Rafal Tyl, Rebecca Vessal, and James Vickers.
780 kr
Kommande
Paul Roberts’ Game AI Uncovered Focus: Character AI brings together twenty chapters from the first six volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of character AI in game development.The techniques covered in these pages cover the underlying development of a wide array of published titles, including City of Gangsters, The Survivalists, Sackboy: A Big Adventure, The Persistence, Alpha Beta Gunner, Luna Abyss, Assassin’s Creed Nexus, The Sims, Zoo Tycoon, Dragon Age: Inquisition, Alien Isolation, amongst others.Contained within these pages are overviews and insights covering a host of different game character AI techniques, including defining the context within which a character exists and how to test for believability, utility AI, animation driven behaviour, buddy AI, simulating social norms, simulating player behaviour, environmental cues, boss behaviour, and dumbing down AI.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 Nuno Vicente Barreto, Dr Vicky Bloom, Richard Bull, Michele Condò, Sarah Cook, Steven Dalton, Dale Green, Johan Holthausen, Tobias Karlsson, Vincent Breton Kochanowski, Dr Fernando Penousal Machado, Alessia Nigretti, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Dr Licínio Roque, Huw Talliss, Dr Tommy Thompson, David Wooldridge, and Dr Robert Zubek.
1 940 kr
Kommande
Paul Roberts’ Game AI Uncovered Focus: Character AI brings together twenty chapters from the first six volumes of the Game AI Uncovered series into a handy single volume that focuses on the many different aspects of character AI in game development.The techniques covered in these pages cover the underlying development of a wide array of published titles, including City of Gangsters, The Survivalists, Sackboy: A Big Adventure, The Persistence, Alpha Beta Gunner, Luna Abyss, Assassin’s Creed Nexus, The Sims, Zoo Tycoon, Dragon Age: Inquisition, Alien Isolation, amongst others.Contained within these pages are overviews and insights covering a host of different game character AI techniques, including defining the context within which a character exists and how to test for believability, utility AI, animation driven behaviour, buddy AI, simulating social norms, simulating player behaviour, environmental cues, boss behaviour, and dumbing down AI.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 Nuno Vicente Barreto, Dr Vicky Bloom, Richard Bull, Michele Condò, Sarah Cook, Steven Dalton, Dale Green, Johan Holthausen, Tobias Karlsson, Vincent Breton Kochanowski, Dr Fernando Penousal Machado, Alessia Nigretti, John Reynolds, Matthew Reynolds, Lisa Ridley, Paul Roberts, Dr Licínio Roque, Huw Talliss, Dr Tommy Thompson, David Wooldridge, and Dr Robert Zubek.
780 kr
Kommande
Paul Roberts’ Game AI Uncovered Focus: Decision-Making 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 decision-making in game development.The techniques covered in these pages cover the underlying development of a wide array of published titles, including Ara: History Untold, The Survivalists, Firefall, Zombie Army 4: Dead War, Evil Genius 2: World Domination, Sniper Elite 5, Psychonauts 2, The Escapists 2, Watch Dogs: Legion, amongst others.Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to planning, reactionary systems, evolutions to traditional behaviour trees, infinite axis utility systems, automated testing, situational awareness, tactical positioning, and traffic navigation.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 Eric Alzheimer, Dr Allan Bruce, William Smith Chambers, Michele Condò, Steven Dalton, Matt Eland, Michele Ermacora, Dr Dominik Gotojuch, Tobias Karlsson, Jonathan Keslake, Eric S. Le Saux, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, David Rogers, Mateo Saldivar, Andrea Schiel, Rebecca Vessal, Braeden Warnick, and David Wooldridge.
1 940 kr
Kommande
Paul Roberts’ Game AI Uncovered Focus: Decision-Making 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 decision-making in game development.The techniques covered in these pages cover the underlying development of a wide array of published titles, including Ara: History Untold, The Survivalists, Firefall, Zombie Army 4: Dead War, Evil Genius 2: World Domination, Sniper Elite 5, Psychonauts 2, The Escapists 2, Watch Dogs: Legion, amongst others.Contained within these pages are overviews and insights covering a host of different decision-making techniques, including different approaches to planning, reactionary systems, evolutions to traditional behaviour trees, infinite axis utility systems, automated testing, situational awareness, tactical positioning, and traffic navigation.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 Eric Alzheimer, Dr Allan Bruce, William Smith Chambers, Michele Condò, Steven Dalton, Matt Eland, Michele Ermacora, Dr Dominik Gotojuch, Tobias Karlsson, Jonathan Keslake, Eric S. Le Saux, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, David Rogers, Mateo Saldivar, Andrea Schiel, Rebecca Vessal, Braeden Warnick, and David Wooldridge.