How we did it:
Stuart Jonathan Russell, Peter Norvig
Artificial intelligence: A Modern Approach, 3e,is ideal for one or two-semester, undergraduate or graduate-level courses in Artificial Intelligence. It is also a valuable resource for computer professionals, linguists, and cognitive scientists interested in artificial intelligence. The revision of this best-selling text offers the most comprehensive, up-to-date introduction to the theory and practice of artificial intelligence.
The #1 practical, hands-on guide to developing systems based on embedded Linux - fully updated with extensive new coverage * *Helps programmers rapidly climb the learning curve, maximize productivity, and handle today's most important development challenges. *Contains new chapters on PCI Subsystem, Hotplug and UDEV, USB, and reducing boot time. *Offers practical coverage of Flash-resident filesystem images, the Memory Technology Devices subsystem, and today's hot new multicore processors. Product manufacturers are increasingly turning to embedded Linux - and thousands of software and firmware engineers must now master it for the first time. Embedded Linux Primer has become their #1 resource. Christopher Hallinan offers practical solutions for the real-world challenges embedded developers face - whether they are experienced legacy embedded systems developers moving to Linux or experienced Linux developers moving to embedded systems. Hallinan introduces Linux in embedded environments, covers all major systems and development issues, and offers dozens of valuable tips, tools and problemsolving techniques. His extensive code examples have been assembled from operational hardware running current versions of embedded Linux using the latest development and debugging tools. This book's wide-ranging, practical coverage includes: Linux kernel initialization; the special role of bootloaders and U-Boot in embedded Linux; the use of embedded Linux file systems, including JFFS2; building Flash resident file systems; using the Memory Technology Devices (MTD) subsystem with today's popular flash memory devices; and much more. This Second Edition has been updated for the latest kernel versions, and contains new chapters on the PCI Subsystem, Hotplug and UDEV, USB, and Reducing Boot Time. Readers will also find a detailed introduction to multicore, one of the hottest trends in embedded computing.
Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level.
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Klaus Engel, Markus Hadwiger, Joe Kniss
In traditional computer graphics, 3D objects are created using high-level surface representations such as polygonal meshes, NURBS patches, or subdivision surfaces.However, these methods often do not account for light interaction that is taking place in the atmosphere or in the interior of an object. Contrary to surface rendering, volume rendering describes a wide range of techniques for generating images from 3D scalar data. These techniques generate high-quality images of volumetric objects in real time, including local and global illumination effects.This book provides the basic theory and practical examples needed to work with volume graphics by taking advantage of today's graphics hardware to produce stunning results in real time. The authors provide: • A practical introduction to texture-based volume rendering • Methods for integrating different aspects of light/matter interaction • Global illumination techniques • Optimization strategies • Code samples—and more!
Ian Millington, John Funge
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).