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Learning Game AI Programming with Lua
最新章節(jié):
Index
IfyouareagamedeveloperorageneralprogrammerwhowishestofocusonprogrammingsystemsandtechniquestobuildyourgameAIwithoutcreatinglow-levelinterfacesinagameengine,thenthisbookisforyou.KnowledgeofC++willcomeinhandytodebugtheentiretyoftheAIsandboxandexpandonthefeaturespresentwithinthebook,butitisnotrequired.
目錄(134章)
倒序
- 封面
- 版權(quán)頁
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Getting Started with AI Sandbox
- Introduction to AI sandbox
- Summary
- Chapter 2. Creating and Moving Agents
- Creating a new sandbox project
- Setting up the file structure
- Extending the SandboxApplication class
- Running your sandbox for the first time
- Creating a new Decoda project
- Configuring Decoda's run executable
- Creating a sandbox Lua script
- Shooting blocks
- Creating an agent Lua script
- Agent properties
- Physics
- Knowledge
- Agents' movement
- Agent-steering forces
- Avoidance
- Avoiding blocks and agents
- Group steering
- Creating a group of followers
- Summing steering forces
- Summary
- Chapter 3. Character Animations
- Skeletons and meshes
- Attaching meshes to bones
- Animation clips
- Soldier poses
- Manipulating animations
- Animation blending
- Animation state machine (ASM)
- Building a weapon animation state machine
- Building a soldier animation state machine
- Updating animation state machines
- Playing with states
- Summary
- Chapter 4. Mind Body Control
- Creating a body
- Adding callbacks to the animation state machine
- Getting our soldier to shoot
- Getting our soldier to run
- Creating a brain
- Direct animation control
- A simple finite state machine
- Indirect animation control
- Running the obstacle course
- Action latency
- Summary
- Chapter 5. Navigation
- Pathfinding
- Creating a navigation mesh
- Pathfinding on a navigation mesh
- The path information
- Adding random pathfinding to our soldier
- Creating additional navigation meshes
- Summary
- Chapter 6. Decision Making
- Creating userdata
- Agent actions
- Creating actions
- Evaluators
- Creating evaluators
- Decision structures
- Decision trees
- Building a decision tree
- Creating a decision tree agent
- Finite state machines
- Building a finite state machine
- Creating a finite state machine agent
- Strengths of finite state machines
- Pitfalls of finite state machines
- Behavior trees
- Actions
- Conditions
- Selectors
- Sequences
- Creating a behavior tree object
- Building a behavior tree
- Creating a behavior tree agent
- Strengths of behavior trees
- Pitfalls of behavior trees
- Summary
- Chapter 7. Knowledge Representation
- Knowledge sources
- Blackboards
- Creating soldier knowledge sources
- Constructing a soldier blackboard
- Updating decision evaluators
- Updating behavior actions
- Summary
- Chapter 8. Perception
- Events
- Managing events
- Creating agent senses
- Agent visibility
- Agent sighting events
- Handling new agent sightings
- Agent auditory senses
- Auditory events
- Handling auditory events
- Decaying blackboard events
- Decaying auditory events
- Team communications
- Updating agent behaviors
- Summary
- Chapter 9. Tactics
- Influence maps
- Constructing an influence map
- Drawing influence maps
- Accessing influences
- Clearing influences
- Spreading influences
- Influence map layers
- Updating the influence map
- Soldier tactics
- Scoring team influences
- Scoring dangerous areas
- Summary
- Index 更新時(shí)間:2021-08-05 17:02:39
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